Posts for andymac

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Experienced Forum User, Published Author, Experienced player (618)
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Mister wrote:
2. You don't need the ROM to be expanded, but only to be headered.
Actually, if you use any IPS patching tool other than lunar IPS, such as SNESTL (which is what I used to use before I heard about lunar IPS), then you will need to expand the ROM with lunar expand first before patching. This is because lunar IPS is specifically designed for patching SMW roms, and nothing else, whereas SNESTL is a general purpose IPS patcher.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
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2. Use lunar ips. It automatically expands the ROM to the correct size, so there is no reason to worry about that.
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Experienced Forum User, Published Author, Experienced player (618)
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I tried a combo run of columns a while back. It tuns out that the peices are manipulatable, but only after you have restarted the game (I didn't know this when I did the combo run). and it seems that there is only one seed. Because in doubles mode, the pieces fall in a different order, yet the gameplay is virtually identical to normal flash columns. Although I like the improvement, I don't think runs like this really belong on the site with the copious amounts of tetris and "falling blocks" variants around.
Measure once. Cut twice.
Experienced Forum User, Published Author, Experienced player (618)
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Hate the game. Love the run. Yes.
Measure once. Cut twice.
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http://dehacked.2y.net/microstorage.php/info/167366368/BROTJandymac.vbm I TASed a short segment of the first level before this TAS was made (link above) and it appears that I completed that segment faster, but some parts of this were slower than you TAS. I was wondering whether you would like to work with me on an improvement to this run.
Measure once. Cut twice.
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You should have 74 stars by the time you reach the key door. I beleive you forgot TSA. BBH then PSS doesn't sound like a particularly good combination. Neither does WF/CCM then VCUtm. These seem like they would take a long time. Maybe if you put PSS after WF/CCM it could save some time because then you eliminate a long trek downstairs from CCM/WF, in favour of a quicker BLJ, and you eliminate a BLJ from the stairs closest to BBH with a quick LJ or dive to the basement.
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Experienced Forum User, Published Author, Experienced player (618)
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Wario land 2 is not showing up in the polls.
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Experienced Forum User, Published Author, Experienced player (618)
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Nach wrote:
Derakon wrote:
* Site maintainer: "God" from ActRaiser
I would never want such a trophy.
Isn't that a bit hypocritical? You might not want the award, but you're the only one who gets a choice.
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Experienced Forum User, Published Author, Experienced player (618)
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Most likely it seems MrGrunz was operating on his mobile when he posted that link. I too would like to see it if that's possible.
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Be more specific: What version of VBA are you using? What is you button configuration? What operating system are you using? What game(s) are you trying to play? You might want to post your *.ini file.
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Experienced Forum User, Published Author, Experienced player (618)
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Assuming that the nth root of P is a rational number then there is a rational root m such that m = a/b where a and b are positive integers and have no common divisors. Therefore p^(1/n) = a/b p = (a/b)^n p = (a^n)/(b^n) a^n and b^n are integers as well, and have no common factors. Since p is of the form q/r where r > 1 (b ^ n > 1 for b > 1 for b = 1, that would mean the root of a prime is an integer, which is false because primes have no factors), p is not prime. Therefore by contradiction the nth root of p cannot be rational. This is probably the run of the mill solution.
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Experienced Forum User, Published Author, Experienced player (618)
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You must use a headered ROM, and it must be expanded. (use lunar expand)
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Experienced Forum User, Published Author, Experienced player (618)
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Pesonally, I think it should work like an embedded video so the embedded object should include: An embedded video, or choice of embedded movies (like on the movie pages) The screenshot, visually replaced by the embedded video (like on the movie pages) and should also somehow include links to: the input file the site the submission page the movie page the discussion page
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Experienced Forum User, Published Author, Experienced player (618)
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Well, a BLJ is a linear acceleration (compared to velocity, exponential compared to time) overcoming a constant deceleration. HSWK is a constant acceleration overcoming a constant deceleration (I think). BLJing is an oversight of extrapolating the standard LJ acceleration into the negatives. (in fact the programmers realised this and imposed an artificial restriction on the backwards velocity of an LJ, a deceleration, which can be overcome by BLJing) The restriction on the forwards velocity of a long jump is a different type of long jump. In case you didn't know, there are two types of long jumps, which are visually identifiable. One type where Mario puts his hands in front of himself, and the other where he puts his hands behind. Above a certain velocity, Mario switches to the type of lung jump where he throws his hand behind himself, which no longer enjoys high rates of acceleration at the start of a jump. If Mario did not switch between types of long jumps, he could do a BLJ forwards as well. HSWK are an oversight due to the carry over of forward momentum when pressing A on the first frame possible, such that some subroutines are not properly executed (such as Mario's jump animation). Mario enjoys a small boost every time he wall jumps. As such, since no restrictions were applied on the upper bound of Mario's speed, Mario can accelerate indefinitely.
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Experienced Forum User, Published Author, Experienced player (618)
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Fortunately, it is Andrew G who is doing the tool assisted run for this game, and he is probably well aware of the glitch that he performed.
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Well actually, I can almost guarantee that the people changing the tags have not seen every movie they have re-tagged. Perhaps this thread can be used for corrections to the already re-tagged movies? Let me start it off. My European version Blaster Master (1410M) does not have the "heavy glitch abuse" tag. even though the whole game revolves around a wall ejection glitch.
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Experienced Forum User, Published Author, Experienced player (618)
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That happened to me as well. The movies have not finished converting to the new tag system, and by default, any game which had the "luck manipulation" tag now has the "heavy luck manipulation tag" unless someone has specifically changed it. 1400 movies have to be changed, so be patient.
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I don't think when mario lands on that particulat tile, the credits are triggered, instead, I think it it the level boundary which triggers the credits. This was taken from a level editor that I have been using to look fro routes. Although it doesn't look like it, those three rooms which look like garbage are actually the three rooms in which you battle Wario. If you were to change the block palette, it would look like an ordinary room. If you look at the balcony that Mario jumps off, the only blocks underneath are regular walls. which don't do anything. I beleive it is the level boundary which triggers the credits because that's the only other thing which Mario comes into contact with. Anyway the save file corruption doesn't work. This is because a completed level is signified by the most significant bit of a byte (80) in memory if it is completed, and 00 if that level isn't completed. For every 00 in memory, which shows up as a breakable block, destroying it will make the value for that byte 60 which shows up as nothing. but because 60 is 01100000 in binary, thew most significant bit is unaffected, meaning that the level will still show as uncompleted. I came up with a method which would allow me to get to the SRAM using the bat and bubble glitch, by breaking some blocks in the AE00-AFFF range. Unfortunately, this part of memory is concerned with sprites on screen, so performing the bat glitch, which basically fills the entire of the sprite memory plus more, would overwrite these blocks, and I'd be back where I started.
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Describe to me exactly how, if the NES has absolutely no memory of any previous state, and no outside influence up to the point at which it is turned on, it can start with an unknown period, and not a known determined one. I'm currently looking at some DMC documentation to try to figure this out. EDIT: I get it now.
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In a lot of hardware, (such as old computers) there is a clock battery which maintains small amounts of memory. If you were to wait long enough, this battery would die. There is probably no non-volatile rewritable memory inside a NES, except for maybe a clock. so if this is the case, then the first time you turn the NES on (assuming that there is only one stable state for a powerless situation after a given amount of time) it will always run the same way (unless the NES has slight hardware differences between consoles, or has randomness based on outside interference, such as a Geiger-Muller tube and a radioactive sample)
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I beleive the input is generated such that it would work on the console straight from the factory, and turned on as soon as it is plugged in. As far as I know, the NES at least has no non volatile memory. Which would mean that if it is turned on as soon as it is plugged in, then the same demo would be played. Of course I could be wrong. Who knows?
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Yes, MHS has these capabilities and all functions are documented in the provided help files. The scripts are syntaxically similar to C programs. MHS can also emulate keyboard and mouse movement, so emulator functions should be easy to do. MHS can also access system memory, which gives you more freedom over LUA.
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After reading this I decided that even though it's a toaster, it can still have the Christmas spirit.
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Welcome to TASvideos! I thoroughly enjoyed your run, and i hoe to see more from you in the future! If you wish to improve your run, you probably want to use the USA version of super mario bros. 3. This is because people at TASvideos are generally picky about this kind of thing. As far as I know, there is no Japanese release of super mario bros USA, and no USA release of super mario bros. 2. Similarly, for super mario bros. the Japanese and USA releases are exactly the same, so you should be safe with those.
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Yes, I noticed that Mario USA stalled very frequently, in order for mario 2 to progress. Because mario USA is the longer run (in the quad play video), wouldn't it make more sense to stall mario 2, so that mario USA could progress?, so that the net completion time could be lower.
Measure once. Cut twice.
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