Posts for klmz


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You'll need to bounce off it right before you contact with the flag-pole-block and before you touch the ground. But it seems that the kicked shell moves so fast that you can't bump off it at any frames while meeting the requirements above. The position where the turtle got stomped to stop could be the key....
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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It seems to work, but I am out of luck this time. Due to the high speed of the shell, it's difficult to get everything you need to perform the glitch right. I just took some tries and failed. EDIT: I haven't timed how many frames are cost by the set-up of such a situation where to perform the glitch. I doubt it would be even slower than not to do it.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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HappyLee wrote:
But if I did play those levels,could this movie be published =.=b
No one knows that except the ones who can make the decision. In facts, it's all depends on the judges. However, HappyLee should be happy, or he's not HappyLee.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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I remember seeing this game in my friend's house. I've never played it, though. @andrewg: I'd like to see your first (right?) TAS completed. Don't worry if I'd make it before you. I won't do that, again, I think. :)
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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qFox wrote:
Oh I can tell you where. The enemy types are located at 0x0015 or 25. I think it was something like 0x5C, no common enemy (they're in the 0x00-0x30 range).
I remember watching a glitched video on YouTube, which showed that Mario fired at ground in front of the flagpole, but the fireballs kept "disappearing" when they hit the ground, mysteriously. I guess it had something to do with this invisible enemy hit box.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Strangely, most of the time during watching I was missing the old camero positioning. What's making me feeling that way? EDIT: Maybe it was the low frame rate of the game combining with no interframe motion-blur. I even felt slightly a bit dizzy(really?).
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Bump... I have been not working on it for weeks. People want this to be completed? Please let me know if. The latest WIP: Level 12 completed
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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This game has too many ports. I think the TAS-worthy ports AFAIK are: Lode Runner for NES - classical levels. Championship Lode Runner for NES - unique levels and timing/pace. Lode Runner 3D for N64 - 3D! Lode Runner for GBA - new objects, unique levels (some worlds are very challenging), fast pace, etc. I'm not familliar with other ports including the GameBoy one. EDIT: This run seemed OK to me.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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The [o1] rom is not an overdump of the good ROM. It is in fact an overdump of the [b1] ROM. You can use some tools to trim the [o1] ROM into the [b1] ROM.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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@mz: I'm interested in hacking/modifying emulators. The problem is that I can spend little time in doing that. Even my crappy VBARL/VBALR project started months ago isn't Alpha yet. Good luck!
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Re: #2026: xipo's NES Double Dragon 3 in 10:10.23
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NesVideoAgent wrote:
A glitch which can kill enemy with only one attack.The key to this glitch is that hit enmey by bottle(and so on) before bottle disappear.
This reminds me of the "killer holywater/dagger glitch" in Castlevania 2 Glitchvania 2.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Post subject: Re: Game list
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Aqfaq wrote:
But aren't links blue too? How about green?
A few people (most of them are men) can't distinguish green text from red text well.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Soulrivers wrote:
Fantastic run! As AngerFist says, the run is amazingly well done for being your first. Yes vote.
It's common for Chinese TASers who have been very good and experienced players before they start to make TASes of those games. The best example is HappyLee. Oh, my vote is Yes. Good job!
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Aqfaq wrote:
What a strange game... Well, quite a basic TAS actually, but the character movement and animation was something I've never seen before. I think I smiled every time the character walked normally, because it indeed looks like he's crippled or something. Overall, it was something quite funny and ridiculous. Voting "yes".
So do I say.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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I see. Thanks for explanations. Voting Yes.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Technically speaking, although you didn't get into the wall, you got through a door and a wall right before Living Armor, which could be regarded as "warping" because Maxim directly appeared past the wall in the room with "Lizzard's Tail" or something without actually having travelled in that room but by gaining enough offset before the last screen transition ie. before he appeared in the room instead. So, are you sure that this run is really well defined? I'm holding my vote for now. BTW, I've been wondering all the time why using "warping rooms" in Castlevania games has never been considered as using "warps" untill this run. EDIT: Oh I got a little confused. Now I've fixed it up. EDIT 2: Entailed. EDIT 3: Adjusted. EDIT 4: ....
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Comicalflop wrote:
Submissions that are rushed for the sake of getting it completed quickly and on the site.
Hmmm, I was not asking pirate_sephiroth to rush his run out...
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Bag of Magic Food wrote:
Yeah, that's why I'm saying that VBA ought to have multiple screens within the same instance of the program, so they can be all neatly managed together.
That seems to be harder to implement than sync-ing up multiple instances of the same program. But it can make things easier in linked TASing. Even FCEU and Snes9x can also benefit from such design in multi-tuple TASing.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Sorry for the delay. Yes, it is those games reported by Adelikat that have the bug.
nitsujrehtona wrote:
We've identified a bug causing this behavior in any game which uses an MMC1 board and tends to VBlank in the middle of a write to the controller. The only released version I know of which fixes the issue is .98.15.
I think you've got it.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Oh how sad. I've been expecting your "100% run" for long. But what do you mean by "hasty submissions"?
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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VisualBoyAdvance 1.7.2 Rerecording v20.0 has emulation issues with GB Sneaky Snakes ("Sneaky Snakes (UE) [!].gb"). From the intro on, the color of the "white background" is just pitch black all the time.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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My thoughts about fall-through-floor glitch: * The game only checks Simon's feet against the floor surface. It doesn't care if any part of Simon is inside the floor. * When whipping, Simon's collision box is smaller than usual: its bottom is higher. * Some mysterious state transitions take place at the frame Simon lands. They must be neccessary. * If Simon's vertical subpixel positioning is "proper", he may have his feet inside the floor right after the whipping animation ends, and the game finds that his feet don't collide with the surface, so the game lets him continue to fall.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Awesome run. Yes vote. BTW, you should write the criteria: * Aims for fastest time * Manipulates luck * Colors no dinosaurs * Records elephants
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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adelikat wrote:
1) What do you expect base directory override to do? 2) What is it currently doing? 3) How does that differ from prior versons?
1) It should work as in the prior versions (see below). 2) It does nothing whatever directory is set. Nothing else changes if you change it. 3) In prior versions, when you set Base Directory Override to a specified directory, FCEU will use the subdirectories (eg. movie and fcs) under it instead of the subdirectories under the directory where fceu.exe is. The current version fails to do that. EDIT: There is one more bug that might exist since early versions. Sometimes you load a savesate, the emulator gets bugged and the game crashes. Graphics become garbage. Savestates can be loaded, but the game still crashes. You can reset the game to get it back to work. This has only happened to me occasionally with certain games like Treasure Master and I can't tell a certain way to reproduce it.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
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Oh someone likes this! BTW, it's said that LR: The Legend Returns was released on DOS, so I think you can use a rerecording version of DOSBox to TAS it. DOSBox movies are not accepted now, though.
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do