Posts for fetofs

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AKA wrote:
There is a WR for Pac Man in the Guiness Book of Records somewhere (and for Donkey Kong as well) . It says that the game crashes eventually.
Wikipedia wrote:
The game technically has no end; the player will be given new boards to clear as long as Pac-Man does not lose all of his lives. However, due to a glitch in the game the right side of the 256th board is a garbled mess of text and symbols rendering the level unplayable. This occurs because of a bug in the subroutine that draws the fruit at the bottom of the screen that indicate the current level. Normally, at most 7 fruits are displayed, regardless of the current screen, but since the level number is stored in a single byte, level 255 ("FF" in hexadecimal) rolls over to 0 in the subroutine, and 256 fruit are drawn, corrupting the bottom of the screen and the entire right half of the maze.
Pac-Man does crash, in the 256th (not 255th :P) level.
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Do I even have to explain myself? Yes again, of course!
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Ozmodiar wrote:
Shhh. :P
I just posted because I'm really bothered by the fact that you're derailing this thread. I wouldn't care if you were discussing in other places.
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Ozmodiar wrote:
I suggested we stop derailing the thread. You ignored it and continue to reply. I tried once, and I'm not going to have you get the last word in unless it's an admittal of defeat. Unless we agree to stop, nothing short of mod intervention will cease this discussion. Edit: Or continue it, by moving it. :o
A third option, perhaps (move it to a locked thread). Although this now has a different title, it shouldn't be in the N64 forum, much less in the Mission: Impossible thread. I could argue this discussion shouldn't be in any forum at all, but why bother when Zurreco's around? EDIT: A more appropriate name now, indeed.
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Bob A wrote:
A patch for what?
For the original Snes9x 1.43+ v9, probably.
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First Yes vote ;) I can't judge whether it's frame-optimized (so I couldn't appreciate fully the 160k rerecords) by watching it at 100% speed, but it sure was entertaining! I loved it!
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Tompa wrote:
How lame... Dehacked has stopped working for me. Have to wait untill the run's done then.
Do you mind getting it from rapidshare? Dehacked will still be my primary hosting location, but I can create mirrors if you want. http://rapidshare.de/files/31915483/Advance_Wars_2_-_Black_Hole_Rising__U___Intro_Hack___Mode7___1060_.vbm.html
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Vidar wrote:
AKA wrote:
I think you missed the robot in Corneria City which costed you +5 and I'm sure back when I played this game that there was enemies to hit in the background during the first boss, but then again bosses hit points decrease as time goes on so you might get a worser deal. I couldn't see this getting improved by any more than 10 hits without doing Expert mode.
1. What robot is this that you're talking about? Which avi do you have currently, the one that ends up with 337 or 322? 322 was the first version DeHackEd produced, and it was with a wrong ROM, so my score was not as high as it should be. Then L4yer and DeHackEd made a second version that ended up with 337. However, if you DO have the 337 run, please do tell me where I missed the robot in Corneria city because I've watched the run several times over and I don't seem to have missed anything, let alone a robot worth 6 hits.
I guess he's talking about the robot on the right side after Peppy says "Use the brake!" Did you kill it? It's not clear in the video.
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In fact, you get dependent on the popularity of the video and time you're trying to get it. Now there doesn't seem to be any video lacking seeds, however once I tried to get a video but didn't find any seeds, it does happen. Besides, it's normally slow to get videos from BitTorrent.
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Here is my movie for Flak Attack: http://dehacked.2y.net/microstorage.php/info/1828/Advance%20Wars%202%20-%20Black%20Hole%20Rising%20%28U%29%20%28Intro%20Hack%29%20%28Mode7%29%20%5B1060%5D.vbm There is some delay while atacking a B-copter, it's luck manipulation so I can kill it instead of letting it go with 1 HP. It's a shame I didn't manage to kill that last infantry before the end of day 2. Nitrodon has already seen that I've improved my A-key timing a lot since my other runs. BTW, Nitrodon, I didn't quite get your tip on the copter; I left it out until I can at least understand it. I press A before the circle appears though.
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Post subject: Re: General TAS'ing questions
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I assume you're using Mupen64, as it's the recommended for N64 movies.
Wyster wrote:
So anyways, Got a few questions: Is it possible to resume recording after pressing "Stop Recording movie"?
Read the FAQ.
Wyster wrote:
What input should i use for these games and how do you guys aim so fast?? (Right now i'm using keyboard for strafing and mouse for aiming)
They probably aim so fast using frame advance.
Wyster wrote:
I've heard alot of talk about frame advance, Exactly what is this good for?
Read the FAQ, here and here.
Wyster wrote:
What's the best way to use savestates? I mean like, what buttons to use and where to save etc.
I'm pretty sure I read this somewhere, but use a backup save, a current save (right where you are), a third save for complicated parts of the game, and a fourth for even more complicated parts. BUt you're free to use your own scheme.
Wyster wrote:
Even though i'm only using a single savestate, my latest run has desynced 3 times now. And this run is a 2 minute thing, so i assume the 1+ hour stuff must desync ALOT. How do you deal with that?
Read the FAQ.
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Tompa wrote:
Hmm, for some reason I can't connect to the website... Now what?
I can... It should be a problem in your end.
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Hi guys! After two failed tries to manipulate the enemy, which costed me a lot of time, waiting two frames worked. But, I have a problem. When the movie stops, I can't move the cursor in frame-advance, but I can move it in real-time. What do you guys think? http://dehacked.2y.net/microstorage.php/info/1815/Advance%20Wars%202%20-%20Black%20Hole%20Rising%20%28U%29%20%28Intro%20Hack%29%20%28Mode7%29%20%5B1060%5D.vbm
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I'm not even sure that he did it:
And upon reviewing the video, I noticed quite a few times when I appeared to go right through an enemy, especially on 8-4.
Is there any chance he noticed that only upon reviewing the video?
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mrz wrote:
because im working with someone on this and, i cant put together two smvs :(
If one is the continuation of the other, you can't send it in two separate files. You would like to hex edit and combine them. Watch the video afterwards though; hex editing often causes desyncs.
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Ahh... I watched the other Super Punch-Out run yesterday! A Yes vote from me, not so different but it is faster than a good run and the game play on the first seemed to be almost perfect. EDIT: By the way, just in case, you could add what the * stands for...
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KDR_11k wrote:
I'd say there's a good chance that this is one of those anti-TAS trolls (what with the "no swindle" comment).
By the looks of the nick and info he has passed, I'd say he thinks he is extremely good (i.e. fodão) by producing a fast movie not using any savestates or rerecords and wants to show up. But definitely a TAS site is not the place to do that, is it? BTW, he's got a No from me, the movie isn't as perfect as we TASers normally want to see.
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OmnipotentEntity wrote:
fetofs wrote:
OmnipotentEntity wrote:
Determining how the random number generator works. This can either be deduced empirically or be determined by inspection of the source code. Both of which continue to elude me.
If you don't know anything about z80 assembly (and assembly is not that easy), you'll need to learn if you want to use the second method. The first method (obviously) doesn't need any tutorials. You can take a look at this document that shows how luck is normally manipulated in other games. This game, however, seems to be different, but if you don't know how assembly works, trying lots of different combinations is the only way to go.
I have managed to manipulate the RNG, but it requires waiting for *large swathes of time* at the exit of the previous level. And the amount you have to wait is itself seemingly random (I've had as low as 8 frames, and as high as over a second.) And after a copy-paste usually, not just sometimes, the RNG will go off kilter and then mysteriously realign itself after a few stages, how long that takes seems to be a function of how much improvement was made.
Note that I was replying to Zippy, as that quote is a bit out of context. This RNG seems to be a pain to manipulate...
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Strange... I've looked on the bottom of the screen: You cannot post new topics in this forum You can reply to topics in this forum You can edit your posts in this forum You can delete your posts in this forum You can vote in polls in this forum So I can vote. I'll try to figure this out. 0 EDIT: After I made this post, the vote option appeared, strange... Voted!
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Zippy wrote:
I knew what RNG meant... But, please, yallz need to hook me up, just recently I got into this GB deal. 1.) How do I get colored GB emulator and/or how do I make my game color? 2.) What do I use to get to this RNG deal...? 3.) Do I need to go to a tutorial place to learn better of it?
OmnipotentEntity wrote:
Determining how the random number generator works. This can either be deduced empirically or be determined by inspection of the source code. Both of which continue to elude me.
If you don't know anything about z80 assembly (and assembly is not that easy), you'll need to learn if you want to use the second method. The first method (obviously) doesn't need any tutorials. You can take a look at this document that shows how luck is normally manipulated in other games. This game, however, seems to be different, but if you don't know how assembly works, trying lots of different combinations is the only way to go. The emulator that is recommended for GB/SGB/GBC/GBA games seems to be Visual Boy Advance.
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Bag of Magic Food wrote:
Well, this all depends on whether our goal is to make the site as popular as possible or to punish lots of people who post other people's stuff.
Indeed. I don't see any reason for not sending our videos to YouTube with the proper attributions, if that avoids so much copying without them (or with false ones, which is even worse).
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Zippy wrote:
Well I'm not big on it, what does this have to do with Donkey Kong?! Edit: Wait wait wait a minute. You want me to learn how to work with RNG's to edit codes in the game like... Making Donkey Kong's falling objects fall differently (when he stomps) and stuff like that? To somehow make you go faster in your speed run?
He doesn't want to modify the game. Look: RNG = random number generator. It is composed of mathematical algorithms that affect everything on the game that is supposed to be random. Knowing what the algorithm is allows you to manipulate the game into doing "random" events happen like you want them to happen. Did I make myself clear?
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moozooh wrote:
fetofs: you need 17 more posts to be able to vote. EDIT: Oops, I stand corrected: that will only change your forum membership status, not the access to voting. Sorry.
If this was the issue, that would make the message at the top incomplete (specifically, it should mention "lurkers and newbies can't vote anymore"). Is that the case?
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If I could figure out how to let the poll box vote, I'd vote yes (not that it really matters or I have to explain my reasons). Really nice! A star on this one?
AW2 v2 progress: Two-Week Test (mission 17/25)
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Nitrodon wrote:
Your input can be easily improved. The A button is delayed just as much as every other button, so feel free to press it earlier. For instance, L and A can be pressed on the same frame, and if the on-screen cursor automatically catches up (as it does when you are 2 spaces ahead of it), the direction buttons and A can be pressed on the same frame. This tendency of the on-screen cursor to automatically catch up causes some counterintuitive results for optimal cursor movement. As for the strategy, bait is only necessary when you want draw forces away from some other unit. Also, when you get attacked, remember to press A two frames before the circle appears around your unit. I have already explained both ways of manipulating luck. If you didn't do either of those, the outcome of the enemy phase will not change. http://dehacked.2y.net/microstorage.php/info/1796/Advance%20Wars%202%20-%20Black%20Hole%20Rising%20%28U%29%20%28Intro%20Hack%29%20%28Mode7%29%20%5B1060%5D.vbm
Aha! I knew something in my attempt was slower than yours. I spent a lot of time creating that movie because I'm not so good, does that make it softer :P A little trick I've figured out: the game accepts input exactly 3 frames before you actually seem to visually get control. A question I wanted to ask earlier: how did you figure out the RNG address? And, on a final note:
I have already explained both ways of manipulating luck. If you didn't do either of those, the outcome of the enemy phase will not change.
If I didn't, my third attempt wouldn't have succeeded, would it? I'm going to watch your movie... If I have anything to comment, I'll edit this post. EDIT: As promised, just to say it seemed to be faster than mine. I can remember passing the 10000 mark, and you managed to do it before that. Another question: How much time did you take to make that movie?
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