Posts for blip

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Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
I'd also like to see non-anonymous voting.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Go ninja go!
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Acmlm wrote:
I actually went as far as figuring out the game's randomization and how it determined things so that I could make a program that simulates it and shows the results for each frame
Would you mind telling the details of how you did this? It sounds really interesting.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Looking good, Phil. :) I love it when three enemies die all at once. 4-4 was terrific -- the wall glitch, and popping the boss with a final fireball right before you hit the axe. Good stuff.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Nice, informative post, FODA. Thanks.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
:o Awesome!
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Bladegash wrote:
This game's "sequence" slowly falling apart already, just give it time.
Cool! The stuff they are posting looks promising.
PKJC wrote:
but couldn't be bothered to do more than a token effort to stop people from getting items early.
That's a good thing!
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Here's a terrific FAQ exploring the functioning of the random number generator in the GBA game Fire Emblem. I thought it was really interesting: http://faqs.ign.com/articles/520/520430p1.html
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
The combat in MP2 totally sucks. But the environment design and exploration aspects of the game are totally top-notch, and that's what Metroid's all about. It's a pity about the lack of sequence breaking. I think it was dumb luck that MP1 turned out to be so speed-runnable.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Lezard wrote:
So, Xenozip is your brother eh?
Yep.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
My brother's done a Mars Matrix run: http://www.filespace.org/blip/mmatrix-10.fr He uses FBA to make street fighter videos, too: http://www.combovideos.com/page.php?id=125 (sadly, you have to register to download that video) I'd also like to see runs for the other shooters, especially DoDonPachi, Gigawing, ESPRade, Pulstar, and Battle Garegga. Sorry I've been missing in action. I haven't had a lot of free time recently.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Very nice; thumbs-up from me. I think you could have maxed out your firing rate sooner on stage 1 by getting more of those Red Landers to show up -- but that's really a minor quibble.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
You could try Demo Workshop (non-free I'm afraid). I've seen "videos" made with it at the ADOM Guidebook. They were recording a character-based (non-graphical) game, but the product's homepage says it supports VGA graphics, too.
Post subject: Re: Persona's Symphony of the Night Speedrun
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Josh the FunkDOC wrote:
Persona didn't know that you could keep doing the bat's shinespark-thingy without stopping.
How do you do non-stop wing smashes? That's not a trick I'm familiar with. It was a very good run, though.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
-ziplock- wrote:
I wanted to ask permission from Blip to use his patch as my official emulator (makes things easier).
Well, you certainly don't *need* my permission, but you've got it. ;)
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
air__devil wrote:
Any other games you're thinking of ripping?
I haven't got any plans (I never do), but my next project probably won't involve ripping artwork at all. I'm usually interested in doing projects I haven't done before.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Awesome run. I love the creative use of the maru mari's physics and the battle with Mother Brain was simply beautiful. :) The only sour point is that it's been desyncing for people (usually a room or two after the screw attack). There might be a couple things a viewer can do to get around it: Fast-forward past the desync point (set speed to 400% for example). Let the game sit at the title screen for a few seconds before playing the movie. Hopefully the desync isn't frequent enough to be a real problem.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Bisqwit wrote:
The password must not have any unmentioned effects
Seeing as how the password sets a single bit (the second '2' is part of the checksum), the password can only have one effect. The suitles effect is purely visual. It even uses the same number of tiles for the sprite, so framerate shouldn't be affected either.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
I've updated the sprite ripper hack. It can now rip complete animations. (Warning, large animated GIFs): Johnny's Mist Finer Johnny's Overdrive Potemkin's Heat Extend And my personal favorite: Anji's win pose If you're interested in programming, the source of the hack might be of some interest and/or use. There are some neat tricks and tools in there. http://filespace.org/blip/ggxxr_sprite_ripper.rar
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Jyzero wrote:
Do someone knows if Snes9x has an advance frame key ?
It's the pipe/backslash key. Gee, someone should really code that hotkey remapping feature. >_<
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Try either linking with libdxguid.a or #defining INITGUID at the top of main.c before you #include the DirectX headers.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
#! /bin/sh^M
I think CVS did that. When I export the code from CVS, it seems to automatically convert all files into DOS format (CR-LF). If you want to build this under linux, you should probably just run dos2unix on every file in the source tree.
Post subject: New Release
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
New Release: Binary: http://www.filespace.org/blip/fceu-0.98.12-blip.win.rar Source: http://www.filespace.org/blip/fceu-0.98.12-blip.src.rar
    Changes:
  • Removed old hardcoded hotkeys F10 and F3, and moved them into the hotkeys config.
  • Re-added the missing screenshot command.
  • Failing to write an AVI file now pops up an error dialog.
  • Added an icon that indicates whether you're paused, recording, or replaying a movie. (It can be turned off from the menu).
  • "Loading wrong savestate" crash should be fixed.
  • "Slowing emulator then disabling sound" crash should be fixed.
  • Added a PAL flag to the movie header. It's not reliable at all, since the user has to go to the menu and check "PAL emulation" for this flag to show up... I'll try and update the wiki for the FCM movie format later.
  • Author info for movies made with 0.98.10 will now display properly. (So I lied...)
Next up, I'll try and fix the desync problems pointed out by Josh.
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
Wow, great job Phil! The "warp through walls" mini-glitch in level 9 was brilliant :) I've always wanted to write an AI capable of beating a game by itself. It's an extremely interesting problem. With the advent of emulators, it's even possible to do it now. So few hours in the day, though...
Post subject: GGXX#R sprite artwork
Experienced Forum User
Joined: 4/11/2004
Posts: 155
Location: Fairfax, VA, USA
I wrote a small hack to rip the sprite artwork directly from GGXX#R. The end result can be found here: http://www.shoryuken.com/forums/showthread.php?p=1820816&posted=1#post1820816 My brother cleaned the superfluous sprites out, zipped it all up, and posted it for your viewing pleasure. Enjoy! P.S. : I highly recommend checking out the Zappa pack if nothing else. His Raoh summon looks fantastic. Update: The source to my hack is now available here: http://www.filespace.org/blip/ggxxr_sprite_ripper.rar
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