Posts for laughing_gas

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Gorash wrote:
No leveling required, all weapons at max already. Use the spear, it does more damage, and (not coincidently) is already selected.
Thanks for the info. So far I have done 44 damage to tropicallo the first time he pops out, however the second time he pops out he seems invincible. Any variables that affect this (where you walk, whether you walk or run, etc?) edit: nvm, if I hit him only once during the first round he'll stay vulnerable for the other rounds. edit2: Dwarf village + Tropicallo completed
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Raiscan wrote:
That whole area behind the blue wave is apparently an interance to DDD. You'd likely have to be Under the wave in order to skip it.
Didn't AKA say it was proved that using a gameshark to get hyperspeed allows you to shoot straight through the blue wave into Bowser 2?
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Megaman951 wrote:
yeah I'm using the U version, with snes9x v10. The game starts fine, he kills the 1st rabite, then he strikes at the 2nd one, then moves away and strikes in midair, then attacks the 3rd rabite, then strikes again in mid air, and then the game desynch where the next 2 rabites are
I think you have to enable multitap 5 and all the joypads before playing the movie. Gorash: After I finish the sprite fraud scene, is it faster to go around the wall and into the other opening or to just go back into the original opening and then take a right (as Rad does in his movie). The former has a longer path but only 1 screen transition, while the latter has 2. Also, should I use the spear or sword to kill Tropicallo (is there some weapon leveling I'm supposed to do that I'm not aware of?) edit: tested both paths and it turns out that the former is faster by 33 frames. Also the movie completely desynched on me somewhere during the sprite fraud scene so it'll take me quite a bit longer to get a working wip.
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Gorash wrote:
laughing_gas: There's no multicontrol until after Tropicallo... ;)
I guess I can probably do that part then, but the movie desynchs at one of the rabite screens, even though I have all 3 joypads activated. edit: nvm, once I enabled multitap 5 it synched fine.
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Bisqwit wrote:
Bittorrent gives you more sources.
Who never show up anyway, at least not for the old ones. There are a lot of avis on this site that I can't find seeds for, yet the ones uploaded to archive I can DL just fine.
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Gets a bit dull sometimes, but short enough to hold my interest. I liked the parts where you run into a line of houses/trees.
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Gorash wrote:
So... anybody want to do the dwarf village and Tropicallo after taht?
I'll give it a shot, although I'll need to know exactly where to go. edit: ok forget it, I suck at multicontrol.
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mr_roberts_z wrote:
He said he found one like this right outside the 30 star door, at the pillar.
Wait ... is this is any way related to the invisible wall you speak of? It looks eerily similar to Myle's clip.
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FODA wrote:
AKA wrote:
It liek at the corner of the basement but next to the slope that slopes down to the water, I was facing sideways and I went in the ledge was just above the rim and started bljing like mad, unfortunatley I've never done it again and I can't record nor upload any screenshots, but the descriptions there so anyone can do what I just did.
:p Hehehehe, here, I've made it better for you:
Riddle me this
It liek at the corner of the basement
but next to the slope that slopes down to the water,
I was facing sideways and I went in the ledge
was just above the rim and started bljing like mad, 

unfortunatley I've never done it again
and I can't record nor upload any screenshots,
but the descriptions there
so anyone can do what I just did.
I nominate AKA for poet laureate.
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Gunty wrote:
Notice how this movie is 2 frames shorter though. It seems like every 192'th frame snes9x 1.51 is a frame behind compared to 1.43v9.
I had that same problem with 1.51, which is why I don't use it for tasing. I think it has something to do with WIP1 timing, which 1.51 doesn't have.
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Kles wrote:
laughing_gas wrote:
Here's a funny side effect of the level warp glitch in Yoshi's Island http://download.yousendit.com/9C99F15041345B82
Can you put it on DeHackEd's site? This has expired.
Sorry, I deleted it as soon as I uploaded to yousendit. It was an avi, so dehacked's place wouldn't be able to handle it anyway. Maybe someone here who has downloaded it still has it and can upload it again.
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Moltex wrote:
Okay. Thanks guys/gals. But how do I arrive to that variable? Like step by step... Sorry I'm a little slow...
hero of the day wrote:
Lets say you want to find the hit points of a boss you are currently trying to kill. Before you first attack the boss, pause the emulator and go to the Cheat Menu, then select Search for new cheats. Hit the reset button, then exit the cheat search screen and go back to the game. Attack the boss one time (this will lower his HP), pause the emulator again and go back to the cheat search menu select the radial button that says "< Less than" because the HP of the boss will be less than the last time you ran the search function. It is selected by default anyway, then press the button that says "search". This will reduce the amount of results to the memory values that have reduced in size since the last time you ran the search. Go back to the game and damage the boss again, then repeat the search, now the amount of memory addresses should be even smaller. Repeat this process until there is only a manageable amount of addresses left, or only 1. Then select that memory address and click "watch" now you will be able to view the HP of the boss in real time even though the game itself does not display the information. Ok easy enough. When your character is not moving at all and is in a complete stand still, run a search and click the button "entered value" then type in "0" into the box. Most game will represent no movement as the number 0. Then move your character right or left in order for him to start the running/walking animation and pause the emu while in the running animation, then go back search and click the button that says "greater than" and click search. Now the 0 should be a greater value because the character's momentum has increased and is no longer 0. After you have run the search, go back to the game and hold down left or right plus the run button, now your character will be running even faster than he would during normal walking. Pause the emu while running, then go back to the search and click "greater than" and click search again. The value should be even higher than the value from the second search. After that, stop the character completely and search one more time for the value "0". There should only be one memory address left.
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Chamale wrote:
The simplest approach is to jump a various frames and see when he gets furthest with a jump, but RAM watch is better.
Would that even work? Doesn't mario's speed oscillate in the air as well and thus it cancels out by the time he reaches the ground? I think memory watch is the only foolproof method.
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Chamale wrote:
The panther was shot with a tranquilizer dart and everything was OK afterwards (I think they gave the panther to a zoo).
What happened to the trainer?
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Haha, you made damage seem so insignificant. Voting yes.
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P.JBoy wrote:
Although, he does technically complete the game because this level is the only level in the game.
Crap, I thought he was referring to minus world.
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You need to complete the whole game in order to submit, except in very special cases. I don't think this is one of them.
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this is me wrote:
whoa i just thought of another "botchery" since he has to go back to the character selection after beating wizpig the first time anyway, he can select drumstick there, who of course has better speed than krunch even and decent handling to boot
You have to waste time in the overworld in order to get drumstick.
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Any FF tas would draw a lot of attention, I might not follow the topic often but I would definitely watch the tas if it is completed.
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bkDJ wrote:
So, can no time be saved by hitting the transform-from-heli-back-to-yoshi block from the right side of the underside instead of the far left? it seems you go faster as heli than as yoshi.
When you hit that block baby mario appears at a set spot and yoshi is whisked to that spot, so it makes little difference where you hit the block.
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Rridgway wrote:
A good one this time: Its the first movie of its kind to be published here, why not publish it?
That's the same as this
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Can you post a screenshot or a vid?
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If you write an avi capture/encoding program I'm sure bisqwit will be happy to include it.
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Chamale wrote:
I've seen odd bugd in other N64 games, like walls in Castlevania that block getting anywhere in the first level. There's a real possibility this guy had dust on the cartridge and it made stuff appear where it shouldn't.
Kinda like crooked cartridge on OoT? Perhaps we should ask him if he did it on the rom or console.
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Would this tool make it possible to analyze the basement for invisible ceilings and the like?
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