Posts for eternaljwh


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This doesn't really apply as much if you can backtrack to get the springboard, mind.
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But this isn't actually extra work above porting to the PSes, because they devved the PC version too, and had the keyboard/mouse handling code already.
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"Tiamat used bane" might be a more amusing option than "Kraken used ink".
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NesVideoAgent wrote:
We don’t quite understand why the guys at Starmen.net named this scene "The Big Banana"
Educated guess: A nickname for New York City is "The Big Apple" (no I don't know why that is) but, as Eagleland's big city, Fourside could be The Big Banana.
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Ferret Warlord wrote:
So, I take it that creating the Arcade Games forum means that we're now accepting FBA submissions?
Bisqwit, here wrote:
It seems to contain everything necessary, except the indication whether the game begins from reset or not.
+
mz wrote:
004 1-byte flags:
       bit 0: reserved, set to 0
       bit 1:
           if "0", movie begins from an embedded "quicksave" snapshot
           if "1", movie begins from power-on
       other: reserved, set to 0
= Signs point to yes Though, I think the main reason for the new fora is that the two emulators are, if not yet supported here, to TASworthy so that the burgeoning discussion of game possibilities, etc. needed their own areas.
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Bum tunes in 2? Which would you be thinking of? (Wily 3/4?)
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Oh. Duh. Well I feel stupid. *hides in corner*
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Atma wrote:
arkiandruski wrote:
Azure Dreams
While I'd like to say "this would make a great tas" it would be quite the opposite. Given that the game has randomly generated floors, you could within reason have each floor generate an exit that's ridiculously close to your starting point, and finish the game in about 10 minutes.
Like that one.
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Cancelled why?
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I recall desiring a Game Genie for life at one point.
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Derakon wrote:
For the Megaman series, 3 has the best music, no question.
Naaaah. 2-4 all have a lot of great tunes. (2 exceptionally with the first stage of Dr. Wily, 4 with Skull and Pharaoh stages, Cossack 3/4) Agree with Link to the Past- particularly Dark Overworld.
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NrgSpoon wrote:
Pekopon wrote:
The second most beautiful piece of music was from an anime, but it was the Kirby anime, (Hoshi no Kaabii) so it sort of counts as video game related. (but not really)
Was it from early on in the show or later? Because a lot of the later music is originally from Kirby Air Ride or other games.
Except something like 90% of Air Ride's music is remixed Kirby fare. (It's good kirby fare, but hardly originating there)
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Not to mention several other people who keep autoseeding clients open.
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1. Prisoner of Azkaban best (happy fantasy timetravelling adventure, happy ending mostly..) 2. Goblet of Fire (Lots of world-building and a thorough plot) 3. Sorceror's Stone 4. Chamber of Secrets 5. the Deathly Hallows Didn't really like: 6. Order of the Phoenix: Potter Angst go! 7. Half-blood Prince: Potter Angst 2 Hallows was...good, but the angsty-adolescent-idiot-ball-holding was still there, and it was a little too much like a random walk between plot coupons, particularly because they didn't seem to know where they were going. Also, it was inadequately tied into the other books.
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Having the robot walk onto a forced-fight square in the Waterfall Cave so he can avoid the fight, perhaps.
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Nicely done, a lot of those (esp HMC) would've made less careful viewers wipe their drinks off their monitors. And about half the stars seem faster than when last I saw them TASed, but that could just be because you didn't do them at all the same. :)
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Oo. *watches* Generally: Plays with Death = doubleplusgood. If there weren't 30 seconds forced between each minigame (more for room transitions...) then this would be great. As it is, with them, I still think it's great- but nostalgia smooths over much. Game related comment: I sucked at the spin games (had to have one of my friends beat the Pedal Power island game) and rocked at the turbo (no, not using a turbo controller). Since I'm watching the AVI I have no idea what input you're using on these, but it has to be a devil to optimise. comments: Coin Block Blitz: Good, good. Coin Block Bash: One short of perfect...can't do better? Still stellar. Coin Shower Flower: Good, perfect here, something I never pulled off... Ground Pound: What they said- it looks wrong. Limbo Dance: Hah! Standing up at a constant rate used, played with. Buried Treasure: This (and other rapid-A games) I recall fondly beating my friends at soundly. Not as badly as that, though. Teetering Towers: Not much to be done with it unassisted, you cavort about. Handcar Havoc: Soundly done, fun was played, looked nice. Ghost Guess: This looks bad, (and guessed, heh) but there's no helping it. Made up for easily later in Shy Guy Says. Pipe maze: Couldn't you have manipulated a better pattern? [how] Can you manipulate the pattern? Bowl Over: No strike here looks kind of bad when you wait that long- though you do get all three players. If you can manipulate their starting positions/which lane you get, maybe... Whack-a-plant: Perfect, but this is (barely) doable on console. Running of the Bulb: Autoscroller played entertainingly right. Grab Bag: !! Impressive coin collection here. Face lift- Nicely played with, but it's so easy to get 100 points...the face stretches are ALWAYS full-stretch cardinal directions from where they started. (Makes it too easy, really) Bash'n'cash: Perfect. What else can I say? Cast aways: Doesn't look that good... Shy Guy Says: Tool assistance's pretty face. Bumper Balls: Very stylishly done. Slot Car Derby 1: Looks good. Mushroom Mix-up: Good kill to finish. Platform Peril: While you don't get the bonus coins, killing off the opposition directly is something I can't say I've seen before. :) Slot Car Derby 2: Doesn't look as good, because you've got a fair bit of turn in which you're not skidding- might not actually be a flaw, but it doesn't look as good. I liked it and would give it a high meh. Perfecting a few more minigames, and doing the 3 bumper ball mazes (with some shortcuts, perhaps) put it into my yes zone. (Removing the blasted 30 seconds of time between minigames would have a similar effect...)
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Large difference: at ends of levels when not getting maximum speed bonus, the US endtheme is longer, and thus the score count screen waits on it, a difference of several seconds per applicable level. Small difference: lag frames.
Post subject: 10a RAMWatch/search
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Add Cheat- is it permanently disabled? Is there another way to poke a memory address with a value?
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Request: controller key bindings dialogues made in a fashion that allows you to see what they are.
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http://kidchameleon.wikia.com/wiki/Main_Page doesn't have it, my weak google-fu doesn't reveal it, gameFAQs doesn't have it...have you tried poking the timer to different values on flagtouch? Or is it programmed well enough to reject that? edit: Looking forward to both runs, btw. edit 2: Timer address appears to be 00FF739E counting up every other frame, but Gens10 has RAM poking via watch/search is disabled, so you can't do that. Dang.
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I figured that the same-results was necessary after I posted. But if the only way to screw with the RNG is to call it, and it's just using the "OS" RNG, then we could call it with another program to advance it between frames as many times as we want, right? Or even re-seed it. (OR I'm completely wrong about how this works, I admit) That aside, idle MOBs' AI probably does involve RNG calls, as do those little critters, some NPCs, and obviously any item drop and every attack and damage roll (Quite a few times: hit chance, critical strike, deadly strike, crushing blow, open wounds, pierce (for zon bows/Buriza do'Kyanon), at least 1 each normal/magic/fire/poison/lightning/cold damage, more if it's programmed inefficiently- i.e. each +damage item rolls separately- possibly block, dodge chances as well, and any chance on-hits), map generation(numerous times: actual map boundaries, item/house placement, obv-mobs, shrines, champions/named mobs/their bonuses), shop generation, gambling... Charged Bolt pathing is fixed, though. I'm unsure about effects graphics' impact on/use of the RNG- Something nobody brought up yet: manipulating double health/mana potion effects. So I guess they each would advance the RNG.
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Wild Guess is it's L/R related, since he's just walking and turning around?
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Start from fixed seed? Why not just have (optionally, or this would be a PITA) RNG call request user input? (answer: then you have to tell WINE to give older input before that appeared to the program, so that this rNG input wouldn't screw with your TAS inputs) ...right, duh, start from fixed seed AND allow input (and store in movie file)
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Orbs weren't in contention, just the 2h staves.