Posts for Truncated


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There are severly better versions of Gens out. The most important upgrade being that reloading saves out of order no longer destroys your movie (which was the most source of desynch). Check the Gens forum here.
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>Hello, I have tried to access this movie through bittorrent but there are no seeds. It is not on google video. It's strange that there are no seeds, usually they appear automatically after someone starts trying to download the file. For how long did you leave the download running? (Not at all?) >And the rom available online is version 1.1 (not 1.0) and stops working at the first boss with the movie file. If anyone could point me to a working rom or upload it to google video that would be great. ROM requests are not allowed (see Rules and FAQ).
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>... link to the published Japanese version please? Since both the original ROM and the patched ROM contain copyrighted material, the only legal way to distribute a hack is by giving people the patch and let them get the ROM for themselves. If you don't want to go through all that trouble, you'll have to wait and hope that this will be accepted and published as AVI.
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My grandmother did some genealogy research, and at least 8 (or was it 7?) generations back, I'm all pure inbread Swedish, after that there was one frenchie. So I guess that makes me 1/256 part French or something.
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Hm, okay. Since I recently watched trough this movie without problems, here is my magic config. Let me know what you have different.
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Is groundspeed > airspeed in this game, as it is in Mega Man 1? If it is I can't tell for sure if it's used correctly all the time. Unrelated: at 34928 and some other places in Clashman stage, you hold on to the ladders a while after using item 3. Can you cancel out of it by jump+regrab? Or do you have to wait for the item to raise anyway?
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I'm very interested in seeing your new technique. So feel free to start a topic and post what you've got so far. Why bar ninjutsu? Especially in places where it's helpful? Also, there has been two submissions for this game, have you watched those so that you don't miss anything?
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>How exactly should I configure the controllers? When you select the movie, Gens tells you your current controller settings, and the movie controller settings, and a small warning if they are different. Press cancel and change your controller settings if they are different. For this movie, I think it is player 1: 3 buttons player 2: 6 buttons
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I bet my nose you didn't set the controllers properly. :P
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I think they were just trying to be original, because the SEGA logo and the backstory to why you were in that snow level to begin with comes as soon as you finish it.
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>3. Communications Solely With Google. You agree to direct to Google, and not to any advertiser, ... Can't be this, because we are not advertisers.
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>Somewhat. Is it limited to one input per frame? Pretending that I didn't hear Hoe, yes. The emulator will log button presses to your movie file exactly once per frame. It is not possible to have the game accept buttonpresses more than once per frame. This is what you need to know practically when making a movie. Technically Hoe might be right, but I don't know. I have never seen that happen.
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The smallest time-unit of a game is a frame. Some games have 50 frames per second, some 60. Pressing the frame advance button advances the game exactly one such unit. You can chose which buttons will be accepted by the game for a particular frame, by holding these buttons and then pressing frame advance. For example, you want to find the first frame when you can punch an enemy in front of you. Try waiting different amounts of frames before pressing B: FA, FA, B+FA = no hit FA, FA, FA, B+FA = no hit FA, FA, FA, FA, B+FA = hit Doing this you know for a fact that the enemy cannot be hit sooner than after 4 frames. You know you have it optimal. Without frame advance, you would have to try several times and guess you had it the fastest way, or play at an extremely low speed (3%-6%). Does that answer your question?
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>... if the user selects "Save" in the menu, in which case the original .smv is deleted, and the .tmp is copied to the original filename. I was thinking about making a permanent backup, since it's not unusual that the user makes a stupid mistake and then proceeds to overwrite his movie with it.
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I repeat adelikat's question. It seems you are making a new version, will you be cancelling this? I still haven't watched all the way trough this one, but I can try to give you feedback on your new version if you are interested.
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Hello Shakespeare. I need to know what you are going to do with this. 1) If you are hex-editing together an even more awesome new version (which I personally think will be near-impossible due to enemy randomness, but it's your choice), you or I should set this to Canceled. 2) If you scrap or postpone that idea, I will set this to Published. It is still possible for you to submit an improvement later of course, but it's stupid to encode this just to have you show up with a new version a week later. Take your pick.
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xebra>The game is boring as anything, to me, and a month ago I might have voted no ... Not that I'm complaining that you voted yes, but I didn't understand why. If the game and movie is boring to watch, why shouldn't you vote no? OmnipotentEntity>I don't know the game, but it looked like some of the jumps and spins could have been optimized a bit better. Could you specify some of these locations? It's not impossible that I missed something.
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I'm glad you liked it. :) >As for multiple movies open at once, you could always open 2 instances of the program ... that would do it :D Good enough, as long as there is a solution which works I'm satisfied. >Re-record count and Frame count will be handled by the program itself. I guess you don't want to keep people from lowering the number of rerecords. That's fine I guess. You could allow editing of the sync flags perhaps. And whether the movie begins from Reset or Savestate. >Support for several movie format: that's going to be a problem. The only experience I've got with movie formats are with Snes9x movies ... but I could always try to do another one (gens or fceu) after I'm done with Snes9x. The GMV and FMV movie formats are trivial (fixed length header and fixed number of bytes per controller), VBM is a little more complicated but not a lot, but FCM is a complete mess. So I suggest supporting those three (GMV, FMV, possibly VBM) at first, because everyone who edits FCM files converts them to FMV via Nesmock and edit those instead, anyway. I think you know about these pages already, but just for completeness' sake: http://tasvideos.org/GMV.html http://tasvideos.org/FMV.html http://tasvideos.org/VBM.html http://tasvideos.org/FCM.html You could just let the user handle the conversion FCM-FMV, but a cool solution would be to automatically convert FCM to FMV via Nesmock when opening it, and convert it back when the user saves/closes the file. That's just bonus though and nothing which is necessary at all. Another thing I thought of: 8) Make a backup automatically whenever a movie file is opened. Saves a lot of grief. I'm looking forward to the first release already.
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>gcc allows function nesting, as one of its many C extensions. Yup, I know, but the portability people will smack you over the fingers for trying that. >under Windows But I'm not under Windows at the moment. And that horrible beast Vim started itself when I subversion commited and forgot to add a comment. I liked your foot page. I did a similar stupid thing as the Unix example just a few days ago, so it's nice to feel less lonely in your stupidity.
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Hm.. well, I don't like how it works. But I have plenty ideas on how to make it better. Wanted functions, in order of wanted-ness: 1) there is no overview whatsoever and it's impossible to keep track of what you are doing. Check what EME looks like, much easier. The colums can be made a lot more narrow though. 2) The errors i find myself trying to fix most of the time are dislocations, where the movie is off by some number of frames in either direction. As such "Delete frame" and "Duplicate frame" commands would be extremely handy. (The current layout makes these errors more or less impossible to fix.) 3) The thing I want to do second most often is duplicating a sequence of a movie (another one or the one I'm currently editing), and put it somewhere in the movie file I have. Marking an area, Ctrl-X, Ctrl-C, Ctrl-V would be GOLD. 4) Support for having several movies open at once, and viewing different parts of the same movie at once. 5) Support for several controllers. 6) Support for several movie formats. 7) A File -> Edit header command would be very nice. I hope that this doesn't sound too critical, I'm just trying to inspire you. I think this community is in sore need for a good graphical movie editor, and with so many excellent programmers here it's a mystery why one hasn't been made yet.
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Warp: I wasn't sure who you were addressing, maybe speaking just in general? In any case I started with QBasic, which I've read is a horrible language to start with (but I can't find the quote at the moment), then Pascal, Visual Basic; then Ada which our uni had selected to be the language that everyone should learn about programming in, then Scheme. And now I'm taking this project course in which the instructors said "So you learned Ada? That's cute. Here's how it works in the real word: C." I can see why you hate it though. There are some things I'm not getting along very well with either. Such as no function nesting. And how cryptic many commands are. And the linking thing and other compiler issues are not really my favourites either. But on the whole it's going well, considering I've never written a line of C before. OOP is okay, and not as scary as it first looks.
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I watched it now. Entertaining, but I don't think it should obsolete the current run since it's actually (quite a bit) longer.
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>As for the enemies bit, I'd have to have someone instruct me on how to identify the current frame and watch it so I could identify the specific occurances. It's comma "," or full stop "." in the standard setup. One switches frame display, the other keypresses.
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>If only a was actually any good. What? But a is good. I like a. :( Vim and Emacs are two editors I will never get along with though. I spent a good 15 minutes trying to just close Vim (never mind actually TYPING something), before I gave up and just killed the sucker. But uh, C programming, right. Today I managed to extract the relevant portions from a QNX-infested mess of C++ code and convert it to a C program which actually works and am so proud I must boast. :D
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>Did NTSC games run faster than PAL games on the NES too? That depends, actually... most of the time the games just run slower. But some programmers took measures so that the game would run at the same speed on PAL. For example in Super Metroid, Samus moves a bigger distance every frame, so that in 50 frames on PAL she moves the same total distance as 60 frames on NTSC. I think the Sonic games do the same thing. I don't know what the situation is with current generation systems.