Posts for creaothceann


creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Yeah, I liked the Maridia video. The X-Ray trick was hilarious, if you know Metroid 1. :D
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Some "Super Metroid" videos: Saturn's speedrun preview #1 Saturn's speedrun preview #2 Saturn's speedrun preview #3 catnap222's Escape from Ridley catnap222's Ridley test fight catnap222's Maridia test run The quality is slightly better than on YouTube - eg. you can see the shoulder-pumping, which gets lost by YouTube's conversion to 30 fps.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Saturn wrote:
I slowly continue working on the run. I have no chance to survive the lower norfair escape with the conditions I have after the fight in the vid.
Make your time. :) Thanks for the update.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Alright, I added some info. [/offtopic] Anyway... sorry for disrupting the thread.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Truncated wrote:
Also, is that from the tool-assisted movie? I would guess so, but I couldn't see it mentioned anywhere.
Yeah, the tool-assisted Super Metroid movie... There's a link in the description that goes to this forum.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Their goal is to show whos the better player at a particular game right? but the point im getting at is why do you need to prove to somebody that your better or faster at a computer game then they are, if not to inflate your ego.
What would you answer to that? :/ Source: http://www.youtube.com/watch?v=BpM2ghqeqOM
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
The components (buttons etc.) are sometimes not big enough to show the whole text. Example: "Frame number", "ADD", "DEL". Have you checked the program with large fonts (> 96 dpi)? Delphi 5 programs seem to have some issues with that, but I found a workaround...
Truncated wrote:
- Contents of window are not shown while dragging the scrolling bar.
That's unfortunately a limitation of the TStringGrid component (and one of the reasons why I use a generic TListView in my editor). Of course one can develop his own components, which also has its drawbacks... :|
Turambar wrote:
Make the program cross-platform from the beginning.
Do you know of a Linux compiler that can compile Delphi code? FreePascal claims that...
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Saturn wrote:
Well, my progress was very slow in the last time. I just couldn't find the needed time to continue the run as I did in the last month because of a much more busy life now. I'm still in Brinstar and have alot of problems to clear which require too much testing. [...]
Still busy, I guess...?
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Thaurlom wrote:
Does this look good? Funny? Interesting?
yep³
Thaurlom wrote:
Should I continue and record the entire game?
I'd definitely like to see it.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Uh... server is down?
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Doesn't seems to work with "Pocky & Rocky (U) [!]" (CRC32=2B0E7EA3).
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Atma wrote:
ok, I've done my lazy run that's rather shoddy but definitely gets the job done, you can grab it here. here is the patch you need to run this smv, for a headered rom. more or less the only route possible, at least that I'm aware of.
For me the patch is not fun to play, but fun to watch! Thanks Atma. I liked the grappling beam action. :) Damn that's one long video though... EDIT: Wow, you get half an hour for the exit sequence! o_0
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Thanks, it works now. :)
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Still desyncs. :/ Btw. there seems to be a problem: when I scan the patched ROM with NSRT, it shows no internal name. Scanning with vSNES reveals that the internal ROM header has been moved by +512 bytes! That's exactly the reason why headers should be removed from ROMs...
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Saturn: Always desyncs for me. :( I'm using the headered ROM (CRC32 = D63ED5F8) and soft-patching.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Truncated wrote:
it's a mystery why one hasn't been made yet.
http://tasvideos.org/forum/viewtopic.php?t=3580 :)
Truncated wrote:
>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.
This limitation wouldn't stop anyone though, IMO.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Sir VG wrote:
[...]
creaothceann wrote:
... and does it have a header?
(Btw. you can add one with NSRT.)
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Is the CRC32 of the ROM D63ED5F8 and does it have a header?
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
I've added an SMV editor to my savestate editor vSNES. It's not as powerful as a hex editor (you can't move large amounts of frames around), but maybe it's still useful for some people.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Enhasa wrote:
With the not being able to seek, but mostly because I already waste enough time and effort on SDA, I usually don't bother.
Well, you can use fast forward... :|
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
I hope this is the right place to ask... Does anybody know if the format of the controller data in a SMV file still follows the description in the FAQ? Eg. A and B seem to be swapped, haven't checked for the other keys yet.
The controller data's format as it appears in a hex editor is as follows: 0001 = Right 0002 = Left 0004 = Down 0008 = Up 0010 = Start 0020 = Select 0040 = Y 0080 = B 1000 = R 2000 = L 4000 = X 8000 = A
EDIT: Nevermind, I figured it out.
Bit0  = undefined?
Bit1  = undefined?
Bit2  = undefined?
Bit3  = undefined?
Bit4  = R
Bit5  = L
Bit6  = X
Bit7  = A
Bit8  = >
Bit9  = <
Bit10 = v
Bit11 = ^
Bit12 = S (Start)
Bit13 = s (Select)
Bit14 = Y
Bit15 = B
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Please... upload your pictures to Imageshack or Photobucket.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
JXQ wrote:
OmnipotentEntity wrote:
39000 - 40000 - I seem to remember someone shooting as they went through the door and the beam appearing in the next room. Could this allow more arm pumping in these rooms?
40000 - I've never seen this trick, myself, but if it worked, it would probably allow for a couple more arm pumps.
See Terimakasih's run at frame 39150. He's shooting ("x" key on the pad) and the beam goes with him through the door. With the right timing it can also happen at full speed.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
Yay! *off to watch it* xou: Pressing the 'dot' or the 'comma' key should help (by default), unless I'm using a very different version.
creaothceann
He/Him
Editor, Experienced Forum User
Joined: 4/7/2005
Posts: 1874
Location: Germany
The SNES game uses HDMA to transfer some bytes to the SPC700 while the screen is drawn. HDMA support is not perfect in most emulators, and the CPU-to-SPC synchronization even more so. bsnes (and maybe SNEeSE) should be able to emulate it correctly, but they don't even have savestate support yet...