Posts for errror1


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Post subject: Bureaucracy
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http://www.youtube.com/watch?v=Bbppsc7BNEE This is an Old Infocom text adventure game, mostly known for being written by Douglas Adams and for being annoyingly hard, normally it would be considered a bug for an adventure game to put you in a situation where the game is unwinable, but Bureaucracy tricks you into unwinable situations constantly. There are a bunch of possible improvements, mainly using the GO command more in the first part and manipulating better randomness, and it's a Z Machine game so it's double virtualized. It was a huge pain to encode, but here is the dump file you can play back with playdump.exe if you want to see it in higher quality. http://www.filefront.com/17652373/burc.dump
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I think there where plans to pray to get unstuck from a wall in the endgame so if that's sill planed only a handful of wishes can be done, or at least require lots of sacrifices
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not really infinite because only 120 Djinni can be born before they become extinct. It seems like there was a reason not to increase the prayer timeout too high anyway. Speaking of Genocide, are you going to be killing every thing in the final areas so they won't get in the way.
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blahmoomoo wrote:
Contrary to popular belief, Mister Epic does not PUSH START TO RICH. Rather, he does the unthinkable: PUSH A TO RICH! http://www.youtube.com/watch?v=y8Kyi0WNg40 Looking at the FM2, start is indeed autofired at the beginning and then pressed once later (probably while messing with those counters, whatever they are), but A is what is pressed rapidly to make Fortran is jump. Also, Mister Epic does say "Pushes A, not START, to RICH" in the objectives
yah that was my point, I think one of the goals should be "PUSHES START TO RICH", Can it really be considered a "PUSH START TO RICH" path without it
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I'm not sure I agree with the goals of this run. I mean shouldn't one of the goals be PUSHES START TO RICH?
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you get the 1 error pokadex rating I approve
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wow that's really bad, I wouldn't have guessed it was tool assisted.
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weird this one isn't syncing ether
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weird, it doesn't sync for me.
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what version are you using? You should be using 950627 USA but I can't get it to play back in my other versions ether
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"Mortal Kombat II was the first game of the Mortal Kombat series to feature fatalities" this is wrong, mkI had them, and Shang Tsung was playable with a code in some versions of mkI
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there are some minor differences like the Birdie "Bull Charge Cancel" and easy mode, but no advantage for gouki, just worse sound
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SDR wrote:
What is the version of the emulator and of the ROM that are you using? thks!
it's sfzch, the crappy cps changer port
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go to the random select, hold start, press down, down, down, left, left, left, lp+hp you may need to change your inputs to press lp+hp+start at the same time as most keybords won't allow 1+a+d to be pressed at the same time
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I watched the first couple rounds, why did you use the CPS changer version? It has much worse sound effects and music also why didn't you use the code to select akuma?
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fast and glitchy, the way I like it
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Rolanmen1 wrote:
I must ask, while using Captain America, sometimes when finishing an air combo, for some reason when i hit ground i can't use special movements, how i can evade this painfull momment? Also, i haven't resolved the memory adresses problem :(
that's called flying screen, most 3 hit air combos ending with a hard attack will cause it. there are some good and bad things about activating it. Watch this http://www.youtube.com/watch?v=OCTjghTM0_A, most of that stuff holds true to msh
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I think the main reason no one has submitted one is because fighting games normally are a poor game choice. leandroff5sfz3's are certainly better then what we have now, he should try submitting
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I recently compiled all a list of all the sf2 glitches I could find http://combovid.com/?p=1450 The only one that seems relevant to a single player tas would be Zangief Magic Reversal, possible on the world version of hsf. jump-canceling light attacks is super easy and works in all versions, and keep in mind you can cancel some air attacks into hurricane kick. Of course CPS-1 chains are possible in hsf if you pick an older version. keep in mind that turbo 4 skips a frame about every other frame, and this can make it so you need to delay the start of some combos to make it work. Some combos won't work at all if they have a few 1 frame links. check out here for more info http://sonichurricane.com/?p=1864
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yah I did that before fbarr was made, you can only do ken/ryu in sfa dramatic battle
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I made this, I don't know if it's what your talking about http://www.youtube.com/watch?v=s5kcxVxCYIU I'm not sure what this means
difference that in this game mode, the 3 powers are finished and we must return to collect them. That is the challenge.
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some speed testing it looks like it only takes 3 energy for miyata to recover from a down, so in order to get a 10 count you need to get him to use 7-8 energy. http://www.youtube.com/watch?v=f1R-ZTXx_Sk about 20sec faster then my best unassisted time, I can probably shave off another second, this will definitely be the longest match.
Post subject: Hajime no Ippo: The Fighting
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this is a very stupid punchout-like boxing game, but it's super fun to play, has great graphics, and is easily my favorite gba game had crappy internet today so I decided to see what it would take to tas it 0200FC5E red damage ( unsigned ) 0200FC5A yellow damage base attack damage jab 0 red 4 yellow hook 2 red 8 yellow right 2 red 8 yellow upper cut 2 red 10 yellow kidny blow 8 red 0 yellow F+R+B 5 red 20 yellow D+R+B 30 red 0 yellow L+R+B 10 Red 30 Yellow R+R+B 5 red 25 Yellow Demsley roll 5 red 20 yellow per hit 8 hits 40 red 160 yellow total exact damage varies biased on difficulty of opponent, so in story mode the starting opponents will take more damage counter hit seems to do about 50% more damage, so if a super kidney punch does 39 red, a counter-hit will do 58 default hp seems to be 140 but is seems to vary slightly by character despite all this information it's not obvious what the fastest way to win is. If you max out the red damage, if the opponent has at least 4-5 bars of energy left he will use it to recover at the 9 count anyway. In addition, if it's the last round and the opponent is low on hp they will spend 4-5 bars to keep themselfs from being kayoed for about 10? sec so the possible ways to win are, have the opponent use up energy doing special attacks so he gets a 10 count or focus on red damage so the opponent gets up at a 1 count and just knock him down 3 times ( 2nd, 3rd, and 4th opponents only need to be knocked down twice for a tko ) I'm not sure witch is fastest, depends on how easy I can bait special attacks. edit: 0200FC76 opponent's guard strength, counts down from 50 0200FC66 opponent's energy
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weird, they work fine for me, do the hp ones work?
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Mame can be a pain because the roms sometimes change, you can use an auditor or run it in the command prompt to see what your missing, or just download a bunch of different revisions anyway I found it for you, the combo counter is 00FF4110 for player 1 00FF4510 for player 2
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