Posts for flagitious


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Post subject: MK3 mini game: "The Stars"
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Joined: 7/6/2004
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Well it actually does not have a name but I call it the stars. To play enter "Kool Stuff" code at start menu (up up down down left right a b a). This is like space invaders/galaxian. It is a cool shoot em up 2 player game. I think it goes on forever but the farthest I've ever gotten (human) is a few hundred kills. I beat the first wave of enemies in a few seconds with tools. I would have kept going but... Only problem is this game seems to have major desynch issues. Sometimes, it desynchs entering the code, other times it desynchs in the beginning of the level. I play the same movie over and over and it does different things. Rom used: Mortal Kombat 3 (U).smc snes9x version: improvement6 You can DL what I did so far here. I wasn't planning to make a real time attack, but thought it would be cool to give it a try. I'll also make a post in snes9x board about desynch issue. Edit: hmm sometimes the sounds just glitch too, this is not normal, so I'll try that fake mute work around option later.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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I like dehacked's method of putting the controller input into both emulators, this is much easier than what I was planning on having to do. I still like the bigame idea and am planning on doing it, but I have to finish this other project I started on first.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Very cool. How was L+R used to do that fast horizontal movement?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Yeah that was really awesome.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Heh I thought of the pause trick too, that wouldn't be very interesting if it was basically 2 movies one after the other, but maybe it could be used in very short periods or something. I will be aiming for shortest max time, so most likely the pause abused wouldn't pay off. Heh all 6 mega mans, that would really cool, probably a bit of stretch. I don't really know anything about mega man and I should start with just two movies at once to get a feel for it... Kung Fu and SMB1. I know I said if first movie involves mostly moving to the right so should the second. But I like this idea because they are both short heheh. If there is a way to wobble so that I can make both characters move in their desired direction with reasonable speed, I'll try this. But if there isn't it just wouldn't be interesting enough. I'll have to play around because I'm not very familiar with SMB1 and not at all familiar with Kung Fu. DeHackEd good luck if you are going to try too. Which games are you doing?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Hey, 1 game per person please. This way I can pretend I'm an impromptu magician ^^ . Which one do you want?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Haha the pingball thing is a good idea too. You say all this stuff about luck, but on this site there is no such thing as luck. If you get unlucky you do it again :) Alright I'll try to make one (or two should I say?). Now I just need two games. Preferably around the same length (no more than 10 mins btw). I'll just do whatever two games people want. Someone just name a game they want to see it on. And then someone after that name another game. The only thing I ask is that they are for the same system and that if the first game is almost always scrolling to the right, the second game should be often going to the right too. And the inverse of this as well.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Ah you are right this makes the idea even sweeter!
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Post subject: Bigame Movies
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Joined: 7/6/2004
Posts: 511
Ok what is a bigame movie? Well it is a term I just made up to describe this idea I just thought of: It is possible to design a series of inputs that when put into the emulator will beat more than one game. Probably not that fast or efficient, but I'm sure it can be done. This seems very interesting to me and there are so many different ways to play with it that I do not know where to begin. It would be very fun/challenging and maybe even interesting to others to create a bigame movie that beats two games at once as fast as possible. My original idea was a bigame movie that beats multiple levels of the same game, but multiple games at once seems cooler. Here is something almost unrelated. It is a short program that is valid in both perl and postscript and produces an interesting output when run in both languages. I haven't studied it but I think it is cool and a similar idea to bigames. Anyways a movie file won't work for two different games because I think it has the CRC32 or whatever, but this can just be editted so it will work. It would be cool to watch both videos at the same time in sync. But I do not know which emulators work like this (I know snes9x automattically pauses whenever it is not the main thing running)? Does this make any sense? What two games would people like to see bigamed?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Locke wrote:
"Is it possible to juggle more than 2 blocks?", cause that would be friggin' sweet.
Yes, but in this case it uses a bug where you remain in flying state after throwing it which can only be done when you throw the block during the very beginning of the rise. Also about ending it faster by positioning with princess, I think that yes that would make it faster but I am defining winning by last hit on bowser so I did not bother timing or testing anything afterwards. Thanks for all the positive comments, they really make me motivated to put just as much effort into another video now.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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This movie is very good, probably the only movie on this site of its length that I can watch the whole thing without fast forwarding and be throughly entertained the whole time. Its a shame this game isn't way popular, because desrves to be.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Alright there are definitly mixed opinions, so here is the version which kills bowser as soon as possible, last input is about 40 frames later, but it kills bowser probably about 60 frames sooner.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Is it possible to skip the red armor?
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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I would agree except in this game you can pause all the way up until the princess starts dropping out of bowser, which is a very long time after the last hit. Also it would make this movie look worse because previous movies stop input as soon as they release the koopa thing which is a good 20 frames before it hits.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Bowser dead! I decided in the end to not go with left+right because as far as I know it only saves about 5 frames, and maybe some day I will make a version from scratch that does use it. I'll hold off on submitting incase anyone finds mistakes or thinks something should be changed. BTW I went for fastest last input instead of fastest bowser dead, because previous movies stopped their input as soon as they could, even though I think they did line it up so bowser would die as fast as possible. If you think this should be different lets hear it.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Ah didn't know it had another name, thanks
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Bionic Commando isn't even listed any more, I think when its star got removed it got removed too! I was gonna watch it too :(
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Posts: 511
This is the bisqwit's site equivalent of the good old abortion debate. People have their opinions about whether or not it should be allowed, but there will always be a difference in these opinions. The US abortion policy is similar to this site's policy in that it is allowed, but ultimately the individual decides if they want to do it or not. This is a good policy, but it gets messy when the husband doesn't want the abortion and the wife does or vice versa. Luckily in real life the woman has more to do with the baby's birth than the man, so the woman gets the last word (I think :). However if you are working on a time attack with a partner there is equal responsibility for the baby... I mean video, so there isn't a way to decide. I don't have much to argue right now, I just think speed is more important than the practicality of it being possible without modifying your controller. In response to /*-: Left+Right does not always reduce entertainment of a run, and in some cases it increases this entertainment. Hopefully some good arguments can be made in this thread that will convert most of one side to the other.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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flagitious wrote:
Also this really going to piss viper off, I used left+right in starworld 4. It is most likely possible to get the same time or better without the use of left+right, but personally I do not care if this is used so I just went ahead and did it.
Sorry for sounding so arrogant here. Arrogance is not a good trait and I certainly did not intend this. What I meant to say was that viper and me both have different goals in this run, and we have both have put effort into it. I will work to achieve both goals, but naturally I will value my goal more. Hopefully these goals are not exclusive but if they are, a decision will be need to be made and unfortunetly there is no compromise possible.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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It drifts, here is where it is fastest to get another feather: it cost about 32 frames. http://www.wam.umd.edu/~darreon/smw_/2feather.smv (star road 4). This is faster than getting firepower and switching twice. Its not fully optimized yet, more of a test to see approximately how long it takes.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Possibly getting another feather or firepower could be the way to go. For some reason I was under the impression from the beginning that it will only be ~20 frames slower doing #5 without being hit, so I never worried about such things back when I could have gotten them. If it turns out this is infact the best way to go, it will be painful, but I'll do it.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Ah no need to rush, feel free to try to remove using left+right again. Here is progress in bowser's castle It selects doors faster using flying, and it does that room #2 faster. As you notice I take door #7 after that, because it will save time to have cape in fight against bowser as shown in viper's 96 exit run. I was working on trying to figure out a way to do room #5 pretty fast without getting hit, but so far I have not been able to make it faster than #7. Ideas include running to the right then left to start flying while you wait for them to go back so you can fly through the area when ready (works, but hard and not fast enough I think). Flying into the spikes to get invincibility (if you run to the right and duck jump at frame 30154 you can get invincibility without getting hit, but it doesn't seem to last long enough). If there was some way to get invincibility twice this way it would work, and one time I was able to remain flying after gaining invincibility (not in this circumstance, but pressing x while rising or something). Lastly it is possible to get on top of the falling block dudes without getting hit by spin jumping on them, but I haven't found a way to get below them without getting hit. With #5 and getting hit enters door at 30593 (I didn't try very hard to optimize). With #7 and not getting hit enters door at 30675. Any help appreciated, this is going to be a hard one.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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You are correct, there are at least 9 frames to be saved, I was waiting till I finished star world 4 though to post (about half way done with it now, but side tracked by tv show 24). A few more frames might be plausible. Oh yeah and don't be turned off be by lack of recording powers, its just experience and you'll gain it in no time, you gotta start somewhere. Edit: Ok here it is, at the front door of bowser's castle exactly 8 seconds ahead of previous record set by alex! Starworlds 2 and 3 were done very slightly faster than viper's 96 exit and had better fadeout lag. Starworld 4 was done about 15 frames faster, due to shell usuage. These 4 starworld levels were all a little weird and I encourage people to give em a shot to see if it can be done faster. Also this really going to piss viper off, I used left+right in starworld 4. It is most likely possible to get the same time or better without the use of left+right, but personally I do not care if this is used so I just went ahead and did it.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
Post subject: Bug with toggle read/write
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Just incase it is not known, I post this. I do not know the exact cause of the bug because it doesn't usually occur, but it does happen enough to be a real pain. Here is a typical symptom. I'm working in read+write mode and I load state 0. Then I toggle into read only mode and load state 9 (before 0). Then I let it play and it does not play the events leading to state 0. Instead it plays someting that I did a while ago. I do not know how toggle read/write is implemented in snes9x. But an easy fix would be to make it it behave the exact same as: saving state x, clicking movie stop, clicking movie play and checking the box accordingly, then loading state x.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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Cool, thanks. Here's the frame data you ask for:
          alex  	viper	me
appear    23249	92513	22948
second    23543	92799	23207 (23213)
open      23690	92934	23311
fadeout   23821	93059	23437
'second' refers to frame that you hit the second group of blocks, in mine it has 2 numbers because I slow float down at the end to move further to the left. So in the first part I gain 27 frames and 22 frames on the second part. Good eye noticing that difference with hitting that block, but I tried it without hitting that brick also, and for some odd reason that was a few frames slower. This level really is weird and there might still be room to improve using different approaches.
g,o,p,i=1e4,a[10001];main(x){for(;p?g=g/x*p+a[p]*i+2*!o: 53^(printf("%.4d",o+g/i),p=i,o=g%i);a[p--]=g%x)x=p*2-1;}
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