Posts for nitsuja


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If none of the other options help, try changing the "Sound Driver" option in the sound settings, and closing snes9x. (If that makes it always crash starting up, that means you need to copy the fmod.dll from snes9x 1.43 Final into the directory of the snes9x you're using.) Also, if that doesn't work either, try fast-forwarding to the bowser fight, then before snes9x freezes, make a save state. Then open up snes9x and start playing the movie again (make sure it's in read-only mode) and load the save state you made right before it froze. That might work as a temporary workaround. I can't get it to freeze on my setup, sometimes it pauses for maybe 1 second after turbo mode stops but it always keeps going like normal after that.
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BoltR wrote:
Was is REALLY required to wait for that ball to come down the waterfall against the fish boss? Could you not get some other ball SOMEWHERE else? Even if it was slightly off path?
I had already beaten the boss and was into its second phase which just requires that I survive for a certain amount of time before it dies. I was just fooling around during a mandatory waiting period by getting the ball and pretending to attack the fish's flying ribs.
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Interesting, this is a different problem. Using turbo mode actually makes the title screen take more frames. I'm guessing that Snes9x has a problem with turbo mode of PAL games (although I haven't tested Tenchi Souzou yet to confirm it doesn't also happen there). If you want to do a run of Terranigma (PAL), I think the only option right now is to just not use turbo mode, since it stays in sync just fine when it isn't used. (Turbo mode is not necessary for recording movies so that shouldn't be a problem.) I don't know if a 100% run would be a good idea though - that's a lot of time spent collecting worthless MagiRocks... But I would like to see a run of this game, I think it would look very smooth if done right. The only major obstacle is the leveling system, because some of the bosses take a really long time to kill if you aren't at a high enough level.
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Levitation glitch is (I think) when you press the A button on alternate frames to repeatedly activate and deactivate the pegasus boots, while moving, which lets you walk over bottomless pits without falling in (because the game forgets to check if you should fall when the boots are activating). All it takes to do it on a real SNES is an autofire controller, and it doesn't involve glitching out the game and taking you to weird areas. But I'm actually not sure if it's wise to use this in this run if you're planning on calling it "glitchless" because it sure still looks like a glitch. Death mountain descent glitch involves exploiting an off-by-one-pixel error going between the light world and dark world which lets you go off the edge of where you're supposed to be able to go from death mountain, and walk directly south from death mountain to transition into the cemetary, which I think lets you skip a good portion of the game. (I'm not exactly sure how it should best be used, supposedly you can skip the moon pearl and master sword, but one could argue that you might as well skip the whole rest of the game if you're going to skip such required parts of it.)
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Well, maybe with attack scarf + super suit you don't need the lazy shell. But how much extra time would it take to get the lazy shell? (I think it also has a longer animation than hammers but that's pretty minor if it does enough extra damage to make up for all of it.) Also, what other weapons are in your path that are stronger than the masher?
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But the game heals you to full automatically after every boss fight, so there's no need to heal at the end of one in preparation for another one.
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Oh, ok, it looks like you move slower when you're in the air though. Or maybe I'm just thinking of the conveyor belts, was there any way to kill the enemy on it instead of jumping over it? (Anyway, I just went ahead and posted a bug report on the other forum.)
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Here's a bug report of another GB desync bug (possibly 2 of them, actually, which Bag of Magic Food ran into), which is in alpha 5 of the rerecording VBA. I recorded the following VMV file: http://nvdata.pilif.ch/rmwtest.zip for the ROM "Rockman World (J).gb" To play it back correctly, you need to do the following: * Set the sound to 44KHz instead of 22KHz * Pause the game, choose to play the movie, then hit Frame Advance until the frame counter says 50, and unpause. Try skipping either or both of these steps, and the movie will desync a little after frame 3100, or sometimes it will desync later. (If it plays correctly, the only times I get hit are around around frame 5000 and frame 5100.) So, obviously frame advance is still causing the game to play differently than it should, and the sound sample rate is also causing an unwanted difference. (Maybe the sound sample rate reliance cannot be avoided, in which case it would be nice if the movie saved the sound settings it was recorded with, but the frame advance problem is definitely a bug.) (On the other hand, recording for GBA games is flawless as far as I can tell.)
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I've never seen this happen. It fast-forwards just fine for me. Could you give somewhat more step-by-step instructions on how you get it to happen, and a description of what exactly you mean by "the movie freezes"? What does the frame counter do when it freezes? (hit . to display it if it's not on already, or whatever you bound it to.)
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OK, yeah it was the 22 KHz sound. (I always set it to 44 KHz but VBA keeps resetting it to 22 for some reason.) Maybe this should be reported to Shaneduddy (both the reliance on the sound rate to stay in sync, and also the frame advance bug) in the re-recording VBA thread. The run looks good, the only thing I can think of that bothered me is that some of the jumps looked unnecessary, but they probably aren't.
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Why did you heal with a froggie drink when fighting the cake? It didn't do any damage at all after that.
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Hmm, I didn't realize this game also had desync problems. Guess I'll try it out sometime. From Saturn's description it sounds like the same sound desync problem that Out of this World had, where the movie plays back differently sometimes (especially if you fast-forward it), in which case fake mute should fix it...
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Here's the settings I watched it with: ON - Use WIP1 Timing OFF - Allow Left+Right/Up+Down ON - Volume Envelope Height Reading OFF - Fake Mute desync workaround ON - Sync samples with sound CPU and it stayed in sync. I'm guessing at some point in the movie he accidentally pressed left+right or up+down at the same time, so make sure that is off especially. About this run, I think it very obviously should not be published. There's no good reason to so frequently try to build in invalid places and even accidentally build in the wrong place and bulldoze it over to try again. I was never a huge Sim-City fan but I'm sure this can be done much better (and hopefully faster; 2 hours is really long).
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There is a patch that makes the game NTSC but I'm guessing that's not allowed. It's normal for the frame rate of PAL games to be lower (50 fps rather than 60, I think). Anyway, try using the emulator version Squ4ll- linked to, and choose the following settings when you go to record: WIP1 timing ON, Left+Right/Up+Down OFF, Volume Height Envelope Reading OFF, Fake Mute desync workaround ON, Sync Sound samples ON. That way it should record without desyncs, but there's a chance it will mess up the sound so let us know if that happens.
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Uh, for me, using VBA rerecording alpha 5, and the ROM Rockman World (J).gb, it desyncs immediately after you start the cutman stage (you shoot the first screw enemy once then walk into it before jumping). Could I be forgetting to do something?
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Yay. Here are some random notes for dungeon 2 (not the most important things, just things I think nobody has (bothered to) mention): The lasers from those spinning eye guys knock you *really* far and fast, so check to see if they'll be facing in the right direction around when when you're passing by. When you have to dash into something to knock an item off, you don't have to dash directly into it, a nearby wall for instance still triggers it. When you have to kill an enemy that takes more than 1 sword slash to kill, it's slightly faster to make the finishing blow be a stab (hold attack button, and release and start walking exactly when it does damage) instead of a slash (which makes you wait a few frames extra for the slashing animation to finish before you can start walking). Putting the dash boots on autofire makes Link slide around without moving his feet. (Useless, I know.) EDIT: OMG, nevermind. So that's what you meant by not having to worry about pits. Question: Which emulator version did you use on this last update? Because it's not auto-loading your sync settings so it doesn't seem to be v3 (or I screwed up on something).
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Actually, the "You get a freebie!" message seems to take a while, so if extras can be gotten faster than that message takes to display it might be worth exhausting multiple items and purposely not getting freebies. I've never understood how it's possible to get all the coins on the waterfall, since some of them are on completely different paths. I've also never understood how anybody can get 100 jumps in a row on an enemy, it starts requiring nearly frame-perfect timing precision by 20 or so. I'm sure it does get boring to watch so many jumps in a row, though. I've always found scaling the cliff to be the fastest and easiest way to get tons of frog coins (I think I hit the max frog coins it lets you carry with that, then was disappointed that there's almost nothing to spend frog coins on). I remember having trouble getting Mario's fireball spells to work right at first, until I realized I was hitting the button too fast so the game thought I was using an auto controller or something (well it said to hit Y repeatedly!)... but it's probably not too hard to figure out the shortest time between bursts it allows. (I thought that Croco was especially weak to fire spells, but that they aren't that strong against almost anything else.)
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Good progress, looks nice so far. Well, I think it can be made faster by skipping certain things, but I guess that's the point of a test run, to see what turns out to be necessary. It just seems like some of the preparation (leveling, items, coins) might be taking longer than what it saves. Oh, and on the mine cart ride, you take a longer sidepath at one point to collect a mushroom that's never used later (EDIT: this happens on frame 227181), and a few medium-length stretches looked like there was room to use a mushroom and then brake before the turn (which you did once).
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Blechy wrote:
I think the quality later on is higher, as I don't see you hitting unnecessary enemies as you tend to in the level 1 stages.
I tried hitting a lot of enemies in all stages just to show off. I do lose a little time on the very first few I kill before I'd realized how to do it without slowing down at all, but I only lost a few frames to it.
Blechy wrote:
I was also wondering if you can ascend vertical corridors faster, by jumping like in ninja gaiden. This would especially come in handy on one of the last stages.
No, unfortunately there is no way to jump while attached to a wall.
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Anything the game allows should be appropriate... when it makes for a completely different movie (as it does in the 2nd and 3rd Zelda games), it should go in a separate category, and that's good enough for me. If the resulting movie is boring, that's more an issue of whether boring but fast runs are worth publishing.
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Well, not very many games behave this strangely when you press left+right or up+down. Most of them go by left+right=nothing or pick one of the two arbitrarily. For this particular game, I think it requires superhuman abilities to perform a run as fast or faster than this even if your controller lets you do it. (That's not really the case for the Zelda 3 though.)
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PoP1 for SNES is *very* different from all other ports of it. But PoP2 would still be less similar to any PoP1 run, of course.
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You could always set the frame skip to some really high number and hold turbo mode until it hits the desired frame, there's no way that an auto-skip-to-offset feature could do it any faster than that.
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I wonder, would people object too much to using the password system to start out where the levels are much more interesting?
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I think some timed attacks (like punching) only look slower but actually take exactly as long as non-timed, but I guess that doesn't apply to jumps. (But if they really take longer, why do you time them on those 3 goombas? Surely a regular jump kills them too.) But I didn't know about jump attacks getting stronger the more you use them, shows how much I know...