Posts for Ver_Greeneyes

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True wrote:
This does bother me, actually. SNES emulation is very close to 100% hardware accuracy. Anyone up to building an inputfile player that controls a real console to fix any remaining bugs? =)
You could try building an inputfile player into bsnes ... http://byuu.cinnamonpirate.com/bsnes/errata lists the only known bugs in bsnes' core emulation (i.e. not involving special chips). Unfortunately bsnes' lack of save states (other features could be added, but save states are more-or-less impossible due to the way it's designed) make it unsuitable for TASing.
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Aah, okay. I didn't know her quest could be done that early, thanks.
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Saturn wrote:
as Lavos would have enough time to use his fatal attacks like the "Obstacle" that will confuse and kill you shortly after that, unless you have something to protect your status, which is again only available after Fiona's quest (Vigil Hat and Sight Cap).
What about Magus' Amulet? You get that before Fiona's quest, right? (and with this glitch you could easily get plenty of them) Ech, my memory is a bit fuzzy on this, it's been a while since I played Chrono Trigger.
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SpiDeY wrote:
And Comicalflop, I'll d/l your commentary as soon as you post a MP3 :D
He did. Check the link in his last post.
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As far as I know he only did it during the guard scorpion battle.. it would have been better if he hadn't, but since he isn't playing in frame advance anyway it's not like he'll effect the RNG anymore than it's already being effected by 'sloppy' play.. so it doesn't bother me much. However, it's great to see a proper TAS of this, and it's looking great so far (glitches didn't bother me at all)
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Twelvepack wrote:
That is just a long, long time to be watching, and the only hope to have people be interested enough to watch the whole tas would be to get the time as low as possible.
I don't think that necessarily holds for a run that long. One thing that really helps is audio commentary, as illustrated by SDA. But other than that I'd say the only way to keep the viewer's full attention (except over a span of many days) would be to beat each boss in a new, interesting way.
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I think you should either use every glitch at your disposal as long as it saves time, or go for entertainment and display every glitch that looks cool while otherwise keeping the same optimal movement and battle strategies. I highly recommend you watch the completed segments of GarlandTheGreat's tool-assisted speedrun (segment 1), and the WIP of his normal segmented speedrun as well. (but keep in mind that in his TAS he's not using any luck manipulation to keep it a realistic speedrunning ideal) Oh, and don't forget to check out the SDA topic :) PS: sorry if you already knew all that, I couldn't really tell from your opening post.
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Also, this run is apparently a bitch to encode :P Just look at the amount of desync problems people have had to deal with. From what I've seen though, the eventual encode should look awesome.
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Solon wrote:
That's something I'd REALLY like to see.
Yes, me too! Also, this run was pure win.
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Have you tried loading the mdf with Daemon Tools or some such instead of using an iso?
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"I used the (J) version of the rom because the new glitch made it 28% faster than a comparable (U) run" sounds convincing enough for me ;) And anyone who bothers to read the full explanation will be convinced too, I'd imagine. I say go for it, and good luck!
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I'm still watching it after noticing this topic a few days ago (at segment 20 right now), and still thoroughly enjoying it :) I didn't read up on the technique Bisqwit used, but I have some ideas for what I think might be a windows equivalent (but as I'm on holiday at the moment it's next to impossible for me to try them out). By the way blahmoomoo, I would like to see that Vita Unus video.
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I think blargg's SNES sound core fixes this game (barring any other problems), so if that could be added to snes9x..
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chaosv1 wrote:
... and the lua script doesn't display the health correctly most of the time ...
Does it just fall behind, or is it completely off?
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chaosv1 wrote:
Also do you know how or where I would go to learn how to add the power of the charged up E. Laser to the script if I already know the addresses?
I think all you need to do is add the following line: (before the snes9x.frameadvance() line)
gui.text(0,206,string.format("Power=%0[minimum number of digits]d", memory.readword([your address])))
Replace [minimum number of digits] with the number of digits you want the number to be displayed in (so if the value is in a range of 000-255 you would want to use "Power=%03d" here) Replace [your address] with the address you found (don't forget the 0x at the front if it's not already there) This is assuming the power is stored in a single address.
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Judge Ito wrote:
Is the audio/video of the AVI horribly out of sync for anyone else?
I find it hard to tell.. I think it's just the game that can't keep up, but the video might also be desyncing near the end..
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Finally watched the rest of it, very enjoyable so far! Looking forward to seeing how you handle some of the auto-scrolling levels (I can't remember how many there are in this game, or if the racing levels count) - keep it up! :)
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bkDJ wrote:
fruitless. Someone already gamesharked their way into the room, and couldn't open the door while there was water.
Aah, heh. I guess I don't know enough about this game to join in the discussion :) As an aside, I was just watching the Monty Python sketch on how to defend yourself against fresh fruit when I read your post :P
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When AKA tried it, did he go fast enough that he would've been above the water in one frame, and fully inside it in the next? If so, did you check whether he got unlucky and - after the last frame fully above the water - would have ended up intersecting the water in the next frame at his current speed? (but the game detected this collision and stopped him instead)
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Comicalflop wrote:
You should be using the same one I used in my movie, snes9x v1.43 v9. That or you have the wrong ROM. If you need the snes9x I used, there's a link to it in my submission text.
I'll try that, thanks :) The link in your submission text seems to be broken, so I googled it and found a copy on Saturn's website. Time to give it another go! Edit: nope, no luck with that copy either. Checked my ROM with NSRT 3.4 and it seems to be good. I'll track down a copy of the 1.0 ROM.. if that doesn't do it, then I guess your build and the one Saturn links to are different somehow, or something very strange is going on. Edit2: The v1.1 ROM was messing things up. I'm watching the WIP on a verified v1.0 ROM now and it's working fine :)
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Comicalflop wrote:
So NxCy has been making a 102% run, here is his progress: http://dehacked.2y.net/microstorage.php/info/243552220/DKC2-102WIP%20nxcy.smv He beats me by 4ish frames in the first level, and comes up with great strats for the rest. He stops at the first bonus in Jungle Jinx. He's uncertain at this point whether or not he will complete the entire run, but if he does, he is certainly the man to do it. I wish him luck, and I hope everyone else enjoys the improvements he has found.
Hmm, it desyncs for me after the second bonus level. Somehow, after a lot of fooling around, it still finishes the first level, but then chaos ensues :P I'm using "Snes9X v1.43+ v12 (beta12 + lua 0.05)" and version 1.1 of the ROM ("Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.1) [!].smc")
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Bisqwit wrote:
I think 100% items should mean ≥1 of each different type of item.
That's a good point. By the way, would an 'all characters' run include Shadow's dream sequences?
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How are the values stored? It would be vaguely amusing if you could design a (massive) area so that the value would overflow and you'd stop dead for no apparent reason after going at light speed :P
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YtterbiJum wrote:
In the thread above, Nach said to use the ROM from NSRT.
Yeah, that website went down ages ago. You can still get NSRT from Romhacking.net though.
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Very cool run, made me and my friend ROFL :P I'd vote Yes if I wasn't still a lurker.