Posts for Truncated


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Read the FAQs. http://tasvideos.org/EmulatorHomepages.html http://tasvideos.org/UsingEmulatorTools.html Most people use FCEU for nintendo games.
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Another thing: You don't play hardest difficulty. Why not? I added some (long overdue) info in the current Strider movie too if anyone's interested.
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Where did those 14 frames in HWP2 come from? As far as I can tell you lose your lead at the ghost blocks, so it has to be after that, but I don't see it. Darn, I was going to test that thing with moving backwards before the ledge in HWP1, but you beat me to it. It seems to be faster anyway, and now I cannot test things anymore, so I'll just suggest them straightaway: On HWP2: - After walking trough crystal 1, have you tried walking longer and jumping higher so you hit your head before landing on crystal 2? This way maybe you can cram out some extra walking frames. (Which will then be lost on the ghost blocks, but anyway.) - When doing the double stomp before ghost wall, you seem to be aiming at the right side of the monsters. Shouldn't you aim for the left? More of the high speed movement will be past the ghost wall in that case. You have one more hitpoints, so you can hit the drills and just miss the iron blocks. (possible caveat: you need to land sooner to jump again, maybe...) - After the double jump, you stand on the ground for two frames instead of the usual one before jumping again. Any reason for this? (Yes, I am being extremely picky here.) - Crazy idea: You arrive at the smashable blocks horizontally before you land. Have you tried walking trough the hand and jumping so that you land just as you reach them? There's a risk that the hand grabs you, of course. Or that you'll just land later anyway because of lower horizontal speed. On Elsewhere: - Have you thought anything about diamonds? Some diamond abilities might save a lof of time somewhere. (This is a huge planning problem, really.) Since you are stuck waiting here anyway maybe it's possibe to get some without delaying the level time. - Oh, and nice flying. I'm guessing the 4 frames comes from landing sooner.
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Sorry, that was completely unintelligible. Either write it in English yourself or ask FODA for help with translation, bacause the translation software (which it looks like you are using) doesn't work very well.
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The links from the submissions to "discuss this submission" still points to the old server. Possibly other links too if there are any.
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My childhood memories could be deceiving me again, but I think I have seen a friend of me complete TMNT without dieing. Myself, I could never get past the swimming stage. :/ Good luck in any case if you decide to do it.
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The time is obviously improved, that's a good reason for publishing it. The bugs used are also kind of interesting (skipping the first subboss glitching up the graphics). I'm not very familiar with this game, but some things stood out: - you don't seem to slide all the time when it's possible. - sometimes when you kill something big to make the level scroll on, it doesn't seem like you are standing in a good position. - sometimes it seems you kill stuff for no apparent reason (or is it so that the level can continue scrolling?) - contrary to what you said, I think I saw missed slashes, for example at the rematches before facing the last boss. If there are explanations for all of those, I will vote yes.
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>What parts are new? The ones marked with "New!". :P --- EDIT: As I checked back, Finalfighter updated AGAIN and removed the "New!" tags for pages that were really only a few days old. To make it simple, the pages which only have japanese and no english text below them are new. Or in other words: http://www.globetown.net/~rockmovie/kabebagu.htm http://www.globetown.net/~rockmovie/bubb.htm http://www.globetown.net/~rockmovie/wod.htm http://www.globetown.net/~rockmovie/hasigo1.htm http://www.globetown.net/~rockmovie/hasigo2.htm http://www.globetown.net/~rockmovie/hasigo3.htm http://www.globetown.net/~rockmovie/hasigo4.htm http://www.globetown.net/~rockmovie/hasigo5.htm It's mostly obvious from the pictures what's going on, otherwise use rikai.com or babelfish or something if you want to know what it says.
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This is an instance when back compatibility whould have been soooooo easy to implement. There is a version number byte, use it.
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The page Blechy gave is accurate. (I know since I wrote the Gens parts.) It's all a matter of RTFM. If you have an old version, getting the current frame number is cumbersome. It's a good idea to get the new one.
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Finalfighter has updated his site, http://www.globetown.net/~rockmovie/ for anyone interested. So far all the new pages are japanese only, but maybe we can do something about that.
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than kew, than kew. Josh, I saw your request. I'll be online more regularily from this Sunday. Flatter will get you everywhere 12motion. :) But sadly it seems Josh is beating my times now with an everincreasing number of frames...
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There is a pause button in standard Gens. In Jyzero's version you can map it to any button you like.
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Hah, I was a bit shocked that you would stalk me enough to get my birthdate, but then I remembered that ICQ probably told you. Thanks, both of you. If I have a party, I'll be sure to invite you.
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Well hex it in there yourself then.
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It seems that the glitch is triggered sometimes when you duck just after landing from a jump, but I don't know any more of its inner workings. I've seen cyclone turn into the samurai too but never bothered looking into it because it didn't seem useful. Another thing I did in that video, but I cannot remember where exactly, and I don't know if it makes any difference... but anyway. At one point when jumping up a slope, holding the jump button for 4 frames was not enough, and holding it for 5 frames was enough, but a little high. So I tried holding it for 4 frames, waiting 7 frames (or something like that) and then holding jump for one more frame. Holding jump obviously gives a smaller boost the higher you are to the peak of your jump. Doing this I just barely cleared the jump, and landed one frame earlier (meaning more running distance). Hopefully we can have some more cooperation on this one. Looking forward to more previews.
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Nice. HWP1 was very good. Lower jumps, and an extra bounce at the end which I remember trying but couldn't get to work in my video. I thought of a think which might save some time in BLW1, and it did. This movie hits the dragon 4 frames sooner than your movie: http://133an.sytes.net/~truncated/kid-c.gmv By jumping directly when you land you minimize the acceleration path and run a bit more at full speed. But, for some reason I lost those 4 frames later in the level. I haven't analyzed it but I think it's possible to keep them all the way trough the level. Especially jumping the slope at the end seems to slow me down. The level ends in a strange graphical glitch. I didn't get to keep him in the next level trough, that would have been neat. :/
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My computer only accepts two simultaneous keystrokes, so most games are impossible to play. Tetris might work but that's about it. For my last project (Kid Chameleon) I carried a computer from my lab to my home and back every weekend, and I'm not doing that again. But yes, any and every piece of info is good, someone might do it some day.
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Hm, nope. No problems with desynching at all, neither in 8, 9a or 9c. I'm not sure, but maybe I was playing at 22000 instead of 44. The rest of the options are the same. Don't know what to tell you. :/
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But there's a difference between a glitch that we find and abuse, and something deliberately coded in, but still hidden. Like level select cheats and give me all the weapons cheats. Or maybe passwords.
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Well, it would save a lot of time if anyone was actually making a new video (which it seems noone is). I would like to but I can't due to computer problems...
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>Didn't anybody get stuck trying to get up that tunnel? I keep destroying the block that I jump up on and then I'm stuck down there for good. No you're not... just press C to climb up. Unless you managed to lose all five of your hitpoints, of course. And yeah, I could figure that out even when I was 12 and didn't go to MIT. :P Hm, well.... if you have problems with the third level, things are not looking to bright for you. This game is HARD.
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Breaking news! Found a new trick just now. With beast and nightcrawler, you can speed up the falling stages a lot, maybe double the speed. Just as you hit the switches to open the platforms, jump and then directly do a down+attack. If you time it right, you will just miss the platform and continue downward at stomping speed. You cannot steer while you do this, but most platforms have a position where there are no energy barriers below. For those that don't you can boost in the first part, let go of attack to steer and continue at normal falling speed for the rest of the passage.
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Three weeks ago, yeah. And yesterday I left a reminder to answer my question, but my guess is they wont. Noone seems to be posting there.
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I left a reminder there yesterday. And no, no replies yet.