Posts for hanzou


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Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
With this FCEU netplay server, does it communicate all the gameplay data through the server (a la Kaillera) or is the server just a utility that helps players find each other quickly to set up a direct connection (a la ZSNES)? If it's just the latter, then your 100 Mbps server isn't really needed. A long time back I went on Kaillera servers looking for NES gamers. Despite many emulators that now have Kaillera support (NESten, Jnes, NNNesterJ, Nestopia) there weren't any willing NES players hanging out on the servers. There are also many other emulators with their own custom netplay mechanisms (FCEU, RockNES, Nester, etc). Without much demand for NES online play, these direct-connection interfaces seem sufficient and a special server for finding other players doesn't seem like it would help much.
Post subject: hotkeys on game controllers
Experienced Forum User, Player, Published Author (19)
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Hi. This might have already been requested, but I'll ask now just in case. Could you make it so that hot keys can be assigned buttons from a gamepad? I've been using a JoyToKey mapper as a workaround, but it would be more convenient if this was supported directly in FCEU. Some years ago even the power pad settings only worked with the keyboard, so I asked the FCEU developers to fix it. At the time they said that wasn't worth fixing, but now the power pad part seems to work with gamepad buttons, and it looks to me that input.c is written such that this modification shouldn't be too difficult to implement.
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I think this game would be quite good for a TAS, as the best time attacks are the ones that bring in elements that would never be seen in a console run. In my experience with this game, it was very hard to survive more than the first couple days, and it order to get through I had to play it safe by not going at full speed and avoiding daring maneuvers like riding into the front yards. Likewise with the bonus stages, I'd only make it to the end by avoiding hoops and such. Maybe I just sucked and so did all my friends, but on the other hand maybe the reason there isn't yet a run for this game on SDA is that the game is hard to run fast. As for the bonus stages, is the training course the same after every level? If that's the case, then you can just do it at the end of the last stage and crash at the beginning every other time. That way we'll get a record time for this game and still see the trick course. As for deciding between goals #1, #2 or #3, any is fine with me as long as the route doesn't appear to slow down much.
Experienced Forum User, Player, Published Author (19)
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Couple questions. What happened to your pb.zip WIP? I wanted to watch it the other day but the link says file not found. Could you please upload it again? Second, have you thought about continuing work on this run? I for one would like to see such a TAS, which is why I did a search and came across this thread. Besides, I think I am a bit weary of Lolo puzzles for the time being. I'd also recommend doing the NES version since that was the best-selling one and the world is most familiar with it. This is one reason the SMB3 runs typically aren't done on the SNES despite the better graphics.
Experienced Forum User, Player, Published Author (19)
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Yup, sorry no GUI for the time being. ^^ Take a look at the example in readme.txt.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
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The code for nescat is only 160 lines. It hasn't been written to be easy to use, but it's probably less cumbersome than hex-editing movies directly. You use Windows, right? This morning I wrote a readme.txt and tweaked some things to get nescat to run standalone under Windows XP. You can download the bundle here.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
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Hey guys. I did some experimenting yesterday and today. First thing: A while back I was impressed how Windeu's Lolo 3 .fmv walkthrough manages to run in FCEU for at least a few levels. I figured maybe the mechanics of deterministic properties of this game would make it easy to completely convert, so I tried my hand at that. Big mistake! This game has so many little lag spots that I had to insert about 100 bubbles to make it all the way to the end. I didn't want to quit after making it partway through, so I finished this last night: windeu-lolo3.fcm I had to redo the Medusa fight due to her teleport destination apparently being affected by prior events, so I played crappily there and copypasted it, but all the other fixes were done just by inserting bubbles with nesmock. At the very least this might help for anyone who needs a reference for the later levels and doesn't want to open Famtasia. Next time I have a whim to dedicate time to converting a whole .fmv, I promise I'll instead do a published movie that people have a desire to watch. Second, I've been wanting to test my theory that something like a Lolo game could work well with a coordinated copypasting effort, much like the full runs of Super Mario World and Super Demo World were handled. I wrote a program that automates concatenation of .fcm files through calls to nesmock. I figured a good candidate to demonstrate it on would naturally be the enormous puzzle world of Lolo 3. Alas, another bad idea! Even within FCEU past this game changes the way lag bubbles appear later depending on how earlier levels are completed. Here is the end result, a full game demo based on pieces from Food's twitch run, Randil's run, and Windeu's walkthrough: combined.fcm And, here is an explanation of my proposed tool and the format used to build it.
# Sample nescat input clips list file.
# Usage: ./nescat <clips file> <output file>
#
# Tells which .fcm files and the range of frames to concatenate into one movie
#
# requires a list of entries in this format:
#    <movie file> <start_frame> <end_frame>
#
# <end_frame> is actually the first frame _after_ the last frame in a clip.
# It's done this way so that the number of frames added by each entry can be
# calculated by subtracting <end_frame> minus <start_frame>.
#
# Also, this makes your frame of reference the same for both start points
# and endpoints. For instance, if the <end_frame> of your first clip is when
# the screen touches black. Your <start_frame> frame for the second clip should
# also be when the screen touches black, not one frame more or less.
#
# Use -1 for <end_frame> as an indicator to read a clip all the way to the end.

bomf.fcm		   0		 2625	# Food's twitchy 1-1 through 1-3

randil.fcm		   2618     13929	# Randil's 1-4 through 3-3

windeu-lolo3.fcm  14860 	42940	# Uses Windeu's walkthrough for the rest
windeu-lolo3.fcm  42939		42940	#    account for 1 frame of lag on 4-3
windeu-lolo3.fcm  42940		63943
windeu-lolo3.fcm  63944		66994	#    account for 1 frame less lag on 6-2   
windeu-lolo3.fcm  66991		69700	#	 account for 3 frames of lag on 6-3
windeu-lolo3.fcm  69701		70465	#	 account for 1 frame less lag on 6-4
windeu-lolo3.fcm  70466		77531	#	 additional disjoint 1 frame less lag on 6-4
windeu-lolo3.fcm  77530		82014
windeu-lolo3.fcm  82030		82047	#    account for 16 frames less lag on 7-4
windeu-lolo3.fcm  82060	   117524	#    account for 13 more frames reduced lag
windeu-lolo3.fcm  117523   117721   #    account for 1 frame of lag on 9-5

skull.fcm		  	   0   	  166	# boss battle from save-state
skull.fcm		  	 165	  493	#	 gosh, even this one has an unexplained desync

windeu-lolo3.fcm  118202	130924	# Windeu's resumed an extra 20 frames later, maybe I
									# press start/select at some point?
windeu-lolo3.fcm  130925	154464	# 	 account for 1 frame of lag on 10-5
windeu-lolo3.fcm  154465	155751	# 	 remove the formerly lag-masked press of the A button
windeu-lolo3.fcm  155752	156961	#	 account for 1 less frame of lag on 12-2
windeu-lolo3.fcm  156960	160952	#	 and 1 more frame too 
windeu-lolo3.fcm  160950	162721	#	 account for 2 less frames of lag on 12-4
windeu-lolo3.fcm  162722	164856	#	 another 1 less frame
windeu-lolo3.fcm  164857	174580	#	 1 frame less lag on 12-5
windeu-lolo3.fcm  174578	174994	#	 2 frames of lag on 13-3
windeu-lolo3.fcm  174996	179533	#	 then 2 frames less lag
windeu-lolo3.fcm  179532	197895	#	 1 frame of lag on 13-5
windeu-lolo3.fcm  197894	207000	#	 1 frame of lag on 13-10
windeu-lolo3.fcm  206999	225697	#	 1 frame of lag on 14-2
windeu-lolo3.fcm  225698	229395	#	 2 frames less lag on 15-3
windeu-lolo3.fcm  229394	230506	#	 lag, so pause to get the second shot off on 15-4
windeu-lolo3.fcm  230505	237350	#	 another 1 frame of lag
windeu-lolo3.fcm  237348	237542	#	 1 frame of lag on 16-1
windeu-lolo3.fcm  237541	251174	#	 and another
windeu-lolo3.fcm  251172	254281	#	 1 frame of lag on 16-5
windeu-lolo3.fcm  254279	265115	#	 2 frames of lag on 17-1
windeu-lolo3.fcm  265116	280100	#	 1 frame less lag on ?-?
windeu-lolo3.fcm  280099		-1	#	 1 frame of lag on 17-8
bomf.fcm (bubbles inserted with nesmock to avoid desyncs after power-on randil.fcm (same one he posted above) windeu-lolo3.fcm skull.fcm As you can see about 30 desync points resulted as a consequence of changing earlier parts of the run. This amounts to about one third of the levels, and playing levels again is generally much easier than trying to fix the desync points with nesmock anyway. Lolo games are relatively easy to re-play through once puzzles' strategies are known, so a tool like this might not help much here. Any idea of other long games--that maybe aren't unfriendly with randomness or lag--for which this tool might be of good use?
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
For those of you who might enjoy a slight change when watching this movie by swapping in the other ball-shaped protagonist =), here's an IPS patch for the graphics mod I've used in the making of this run: advlala2.ips.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
By the way Genisto, I just wanted to say thanks a bunch for fulfilling my request in that other thread.
hanzou wrote:
let's make some good minute-long runs that accomplish that same goal [showing off all the suits] and will never be published due to [cheating].
daniayaw wrote:
i cant get genisto files ;_; why dont you use dehacked's filestore?
Because Dehacked's microstorage can't host .cht files yo! But yeah Genisto's server will probably go down again soon, so I'll mirror the files just in case: Super Mario Bros. 3 (U) (PRG1) [!].fcm Super Mario Bros. 3 (U) (PRG1) [!].cht Super Mario Bros. 3 (U) (PRG1) [!] Genisto.fcm
Anon wrote:
GeminiSaint wrote:
It's not the same with cheats enabled...
Co-signed. :[
Gee guys thanks for stating the obvious. Did you guys at least appreciate the real good news in his post, and watch the "preview" non-cheat movie? I think it's awesome that he's now done with worlds 4, 5, and 6. [Edited by Bisqwit: No longer forces the page super wide]
Experienced Forum User, Player, Published Author (19)
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Yes. I looked this up in the FAQ just now, and 6-1 is one of them.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
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I think Bisqwit's comments about Tiny Toons already answer FODA's question. I watched Exim's Tiny Toons movie just now, and the resemblance to Super Mario All Stars' SMB3 is uncanny. Buster Bunny faces left, gets into the pose of screeching as if he's trying to slow down, and can do this in water as well.
Experienced Forum User, Player, Published Author (19)
Joined: 10/14/2005
Posts: 317
Yah dude, and doesn't SRAM stand for Static RAM meaning it is static, stationary, unchangeable? And doesn't RAM stand for Random Access Memory meaning it's random and unpredictable and we'll need methods to manipulate luck? Phil already established that you can erase the battery backup by hitting the power switch enough times. There's also the option of using a taser or one of those lightning globes to zap it. As for EEPROM, my guess is you could open up the cart and leave it on a bug zapper to expose it to ultraviolet for a while. These technicalities aren't what bumped the topic today and lead you to post your message. Didn't you see blargg's post? Ain't that cool? Maybe the first TAS that we get to go from .fcm to console will be Gradius. -hanzou
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GWing_02 wrote:
Incidentally, if you WOULD vote no on your own movie, PLEASE don't post it, okay? =P
Well, I recall Bisqwit has done that. -hanzou
Experienced Forum User, Player, Published Author (19)
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I managed to play this to completion in the new FCEU without seeing any desync problems, so this is one of the few cases where a direct fmv -> fcm conversion actually gets the job done. I recommend the fcm should be made available for download at http://tasvideos.org/movies.cgi?id=19 -hanzou
Experienced Forum User, Player, Published Author (19)
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Dacicus wrote:
What!? wrote:
Zelda 1 swordless!
You need the sword to hurt Ganon, unless there's some new glitch about which I don't know. The best you could do without the sword is just get to Ganon's room.
Sorry for reviving this old Zelda talk, but I noticed your posts only after Pyrolistical bumped the topic today. I posted this question over at Legends Alliance a while back and I never got a response:
me at http://forums.legendsalliance.com/showthread.php?t=3887 wrote:
I recall there was a Nintendo Power issue where Counselors' Corner featured some original Legend of Zelda coverage despite the game being quite dated by that time. One Q&A it featured went something like "How do I rig the money making game?". There was also a 'meet the counselors' section where one dude listed his greatest video game achievement as having beat the Legend of Zelda without a sword. I'd like to locate this issue and see again how those punks have misphrased it as 'beat' when it really should say 'got all the way up to Ganon and died'. Would anybody be able to tell me which # issue this is?
Since you guys generally have more mastery of games from that era, perhaps one of you could help identify that NP issue? Back then I actually did work myself on the console all the way up to the finale without a sword, only to find that I couldn't finish off Ganon.
trazz wrote:
Just change the rules a bit. Instead of a completely swordless run, one could do a "can get swords but cannot use swords outside of Gannon's room" run. Outside of Gannon, there's nothing in the game that forces you to press the sword button to win.
It's simply not the same if it doesn't show the A-button box empty throughout the entire run. Any TAS or speedrun that has to "change the rules a bit" in that sort of manner is inherently less entertaining. -hanzou
Experienced Forum User, Player, Published Author (19)
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Here. I've created an .ips file to convert Super Mario Bros 2 (J) [p1].nes into the good version. I'll leave it up to LocalH to take a look at this. -hanzou
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Nope. -hanzou
Experienced Forum User, Player, Published Author (19)
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Watched your WIP. A problem I see is that often you jump over or bounce on some mice instead of spinning through them. I'm not sure if jumping on enemies is any faster than normal running, but spinning through them definitely gives a boost of speed. Also, there was no reason to take time to grab a barrel and kill that red bird. JXQ's probably right about switching not being worth it at that point. Is there any difference between Dixie and Kiddie's running/jumping/rolling speeds in this game? If not, in later parts this game you might have some opportunity to mix it up, unlike the DKC1 run which is all Diddie. -hanzou
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I'm just amazed you got this all done after Tompa brought up the idea this week and it's been only a day since you pitched the thought "I think somebody should look into this more.".
nitsuja wrote:
I do not know why I got a flower card in 1-1. I couldn't get a star there without slowing down, which was fine with me since normally I would need to slow down to get a flower card later, although going in the order star-star-flower might look better.
FODA recently brought up the point of how he's been able to get the flower at full speed on 1-2 and other levels on the NES version. In Genisto's published run he also gets the flower on 8-1 without slowing down. (Note that you normally have to slow down a lot to get the flower since it's actually the mushroom that comes directly after the star). It's not known what causes this, but it doesn't seem to be directly tied to Mario's speed, the particular level, or even lag. In Genisto's movie it's clear that the card sequence on 8-1 is behind by more than just a few frames which results in showing the flower for an extended period. I'm now quite convinced that with enough patience Vatchern ought to be able to do his 100% run getting all stars and flowers to avoid fireworks without having to slow down. It is pretty surprising that something as obscure as this happens on the SNES version as well. -hanzou
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Yup man don't worry about it. The whole idea of 'exploit Rocky twice' comes from the console strategy of using Rocky to block the center column, which Lolo has to cross twice. Fortunately I came to realize your latest strategy gets rid of any potential from that because the emerald block, unlike Rocky, doesn't walk away from that spot. =) Of course, as Food might later show this level is still slightly improvable by some other method, but the same goes for most levels. ;) -hanzou
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Yes you can, but if you're going to the extent of using a cheat code (which is of course not allowed for publishable movies) then there are plenty more interesting things to do besides hopping through Bowser's fortress only to kill him with hammers. -hanzou
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Morbis, is there any way you could identify the image on your cartridge? Might it be any of the following: - Super Mario Bros 2 (J) (Kaiser Pirate) [p1] - Super Mario Bros 2 (J) [p1] - Super Mario Bros 2 (LF36) (J) [p1] If none of us have seen this version and this particular ROM hasn't ever been dumped, then I'm afraid it would be very difficult for us to help you. -hanzou
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I typed this at the command prompt: C:\>comp smb2j.fds smb2j_patch.fds Comparing smb2j.fds and smb2j_patch.fds... Compare error at OFFSET CC3C file1 = 0 file2 = 18 Compare error at OFFSET CC3D file1 = 0 file2 = E9 Compare more files (Y/N) ? ^C In other words, the patch changes only two bytes, and the first one is 0x18 or hex for 24, and I'd assume that refers to 24 stars. Looking in a hex editor, this part occurs eight bytes after the word SM2SAVE (in ASCII). The word SM2SAVE also occurs in smb2j.nes, so the first thing I'd suggest trying would be to edit the corresponding two bytes in that .nes file. The reason I haven't tested this is... well, I don't know much about how to play this game. After you turn it on is there a quick way to see how many stars you have or to directly play world 9/A/B/C/D? edit: Well I don't see any stars on the title screen, but this .nes version allows me to play the alphabet worlds as is. If I hold A while pressing start I land in A-1, and I can go to the other worlds by holding a direction with A. Your version doesn't do this? edit: I didn't read some of the previous replies until now, but it looks to me like the version I'm using is the one Inzult mentioned. Sorry if this is of no help to you. -hanzou
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Looks good. I don't see any obvious way to further improve 2-4; Rocky can just be a pain sometimes. ^^ -hanzou
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Oh, I vaguely recall trying to play that back on November 14th when you posted it, and that is what happened. If the file can't be salvaged, hopefully you can retrace your steps and figure out how to get those 59 frames back. -hanzou
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