Posts for nitsuja


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BoltR wrote:
My main question is, why did you die at that water part?
Besides it being a fun glitch to show (normally death causes you to disintegrate and have to restart the level), it saves the time needed to get past the guards, which normally requires making shields and killing them. (This way the game is fooled into thinking I killed them, in fact if I shoot the air right afterward a skeleton appears and shatters.) The guards would probably kill me on the way back out of the water if I just avoided them and their shots completely, which btw I don't think is possible anyway. If anybody has the run of the Genesis version I'd like to see it, since maybe it did some things faster.
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Thanks... guess I should submit it then, although I agree the music would've made it significantly more entertaining to watch. (Well I'll see what others have to say too, maybe I missed a shortcut or something.) I'd like to record it with sound, but that's basically impossible with Snes9x as buggy as it is. I really tried but once you get to the elevator it desyncs every 15 seconds or so, and worst of all it desyncs in different places even playing back the same thing with the same settings, so I don't know which is the thing that's really happening to continue from. (I wish they had converted the characters to sprites or something, the SNES apparently can't handle the polygons so the framerate (not-so-)randomly varies between 5 and 12 FPS)
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BoltR - OK I think I found your problem: In addition to turning the sound off, you must also go to Sound->Settings... and turn Volume Envelope Height Reading off. I didn't know it made any difference here, it shouldn't since the sound's already off, but who knows what the sound code's doing.
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I'd suggest "Out to Lunch" (SNES) as being a really easy game to time attack. That being said (despite suggesting a game that almost nobody knows about), I think the easiest games to run are ones you personally are already familiar with. Uh, unless they're really long. (That's a problem for me since I mostly play RPGs.)
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Well, probably nobody cares, but I got a 15:33 run of this game, which is 2 minutes and 9 seconds faster than the Genesis one was (btw that run seems to have disappeared). I would submit it but there won't be any sound so I don't know if that's allowed. If anyone wants to see it, it's at: http://www.filespace.org/nitsuja/ootw.smv (must use Snes9X 1.43 WIP1, Sound->Playback Rate->No Sound must be set, and the ROM is "Out of This World (U)".) It could probably be hex-edited to work with certain sound settings on, but I don't know if it's worth the effort.
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Ah, right, this is one of those games that constantly desyncs due to bugs in the Snes9X sound playing code. The desyncs disappear if I turn the sound off, but then it also has to be played back with no sound, which is no good. Then again, the sound isn't that great in this game...
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Well it (a Genesis run of the game) hasn't been published, and I hadn't seen that thread. As for differences, I'm pretty sure the Genesis version doesn't have the jump-through-walls bug (since I tried it there) which saves at least 30 seconds on the SNES version. And all the other tricks I just mentioned would help. (Seeing as how that very-improvable Genesis run is 17 minutes and 42 seconds, I think sub-15 (edit: make that sub-16) minutes is easily possible.)
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I'd still like to see a run of this. I don't think it would be very boring, and it's such a short game anyway. Plus, I've found several useful glitches/oversights that can cut down on the time: - There's a glitch that lets you jump through any wall or door heading to the right, which works until the rolling-in-pipes scene, and can be used to save time in two places (to skip waiting for your buddy to open the door, and to skip waiting for the elevator to go to the bottom). - There's also a small chunk of the game that can be skipped because all it ends up doing is killing a guard by dropping something on it, and that guard can be killed normally later on with perfect timing. - A semi-long fight scene can be skipped by diving past a guard into a pool of water on the new screen. The game tries to prevent this by killing you, but that screen is also a checkpoint so you can just hit continue and keep going. - Another fight scene near the end can be skipped by timing it right so your buddy takes the shot for you and gets killed, while you escape, and amusingly the game pretends that he didn't die since he jumps down to help you a few seconds later.
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That's not what I was asking... I meant, if the NES had a higher clock speed, wouldn't the games still be programmed to go through the same slowdown at the same number of onscreen objects? I don't think these games are sophisticated enough to query the clock speed and calculate how much slowdown there needs to be based on that.
Post subject: Out to Lunch
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Does anybody know about this game called "Out to Lunch"? I think it'd make a good time attack. Also, unrelated, is there any reason there's nothing planned for Terranigma?
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How exactly does slowdown happen in most console games? I was under the impression that it was part of the game's programming to skip frames and use them for calculation when there are too many things onscreen to animate at once normally. In which case overclocking the machine wouldn't change anything except maybe increase the framerate everywhere.
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Not really, anyway it looks like nobody is planning to work on an easytype run anytime soon. I haven't heard anything recently about progress on a hardtype run either, though. (I'd rather see a hardtype run, myself.)
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Pocket Bomberman definitely looks like a great game for speedrunning. (I can't decide whether it's better to get the "flying" powerup or not, though, or how many speed powerups actually affect the speed.) Can't say the same for Bomberman Quest though... it could still make a good run but there's no way it'd be as action-packed.
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About SML, I would go with the lower door, and show off as much as is possible without wasting time getting to it. As for the game's lack of sound (among other things), this is because the currently posted rerecording GB/GBA emulator has problems with GB games, just have to wait for an update on it I guess. I'll add one more thing about FFTA -- almost every single action, no matter who performs it (enemy/guest/ally), can be individually manipulated to either critical hit or miss, easily. (Magic can miss but not critical.) Meaning, HP and defense can be ignored completely by just dodging all attacks, and even enemies way above the party's level can be destroyed. Quest rewards and treasure hunt items can also be manipulated to get good equipment early on. Unfortunately, the introduction is so very, very long (10-15 minutes) that that alone might kill the potential for a run.
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Inzult wrote:
The only way to really get it both ways is to have RMs in stead of Fighters... which is definately worth considering.
Hadn't thought of this at all since Red Mages generally aren't that great, but with luck manipulation to give them optimal stat gains every level they might be almost as strong physically in addition to having decent attack magic. What about: Fighter - Red Mage - Fighter(dead) - Fighter(dead) ?
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I just watched this new one... It wasn't bad, definitely had its moments, but it just wasn't as fast-paced or interesting as the one that's currently up, and seemed to spend a lot more time waiting around. I don't know how much of that is due to the difference between easy and hard mode, but personally I would rather have the movie be on an easier mode if it makes for a more entertaining run. (I think the hardest-mode "rule" is just a guideline anyway.) I'd love to see a 2P run of this game done in a similar style to the first. I think the part of the run I find most boring/repetitive (for all runs I've seen of this game) is the fight with the double dragon guys, but 2P would probably help that along with everything else.
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I get a Forbidden error: You do not have permission to access http://zgwolufsky.50megs.com/RiverCityRansom.fcm Data files must be stored on the same site they are linked from. Thank you for using 50megs (edit: not anymore)
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If that's the case, that's fine... it's more the runs that don't play back correctly in the same version they were made in that bother me.
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shanedudddy2 wrote:
Could u please name the names of these roms which so call desync, I can't work on it if I don't know which roms are the problem?!? Me and Volkov and Phreak97 had the same problem with Pokemon gold till I fixed it.
OK, here are some examples I tested: GB: Mario Land 2 (desync within first minute when loading save states frequently) GBA: Final Fantasy Tactics Advance (U) (desyncs on playback loading)
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Bag of Magic Food wrote:
Oh, uh, it desynched for me too. All rerecording I've tried on VisualBoyAdvance desynchs for me. I haven't tried any actual Game Boy Advance games, though; just the old Game Boys. So I don't know.
My experience is that GB games always desync within the first few minutes, although GBA games stay perfectly in sync until I load a state during playback. (So I guess getting GB games to record without desyncs is another high priority.) And just in case, the order I'm using is Pause-Reset-Record-Reset-Unpause.
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I've beaten FF1 before, I realize there's a set number of times each spell level can be cast at a given level between rests at an inn, but even only 4 casts of Lit2 in the game would save time in the required battles that have multiple enemies, and 2 black mages would (potentially) mean twice as many magic casts. I haven't actually tried it to see how much it's worth it, but it seems like it should save more time than a dead character would. (I didn't realize the game ignores the INT stat when determining magic damage though... I guess black mages do get the worst deal when it comes to level up bonuses)
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shanedudddy2 wrote:
Thanx for the suggestion but that becomes incredibly hard. Either it would mean large movie files or compression. For gba that requires two bytes for each frame for a 20 min movie that equals around 8.6MB which is many times larger than the current alternative.
Uh, I think that math is way off. 20 min * 60 sec/min * 60 frame/sec * 2 byte/frame = about 140 KB which is a totally acceptable size. The run-length encoding (at least I think that's what it's called) that you're using now is very inconvenient to edit manually, plus the file bloats up if auto-fire is used. But if you're really against changing it, could we at least get a tiny utility that decodes it to / re-encodes from the full 2 bytes per frame? (Of course, this isn't top-priority at the moment unless it's super-easy to do; first comes record-from-reset, then fixing GB frame advance, then fixing the recording-continue desync so runs don't have to be done in a single sitting.) Oh, and .GBV makes the most sense to me. (Does it really matter?)
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I was actually wondering why the currently posted test run doesn't use Lit2; wouldn't it make some of the multi-enemy battles go a lot faster? My party of choice would've been 2 fighters and 2 black mages... why is it that relying only on attacks / critical hits and using no attack magic is faster? Also, I can believe that using fewer than 4 party members would be fastest, but I'm not sure if 3 is the optimal number.
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(Oh, didn't see this had been replied to for some reason...) Yeah, loading a state where the random number is different seems to carry over the previous random number to the incorrect point in time. That shouldn't happen, but maybe the state Snes9X is saving is missing some important bit of info that no other games use.
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Yeah, an FF4 run would have to be in Japanese, just like the FF5 run. An FF2 US run would probably take less time to actually make, especially if following most of the strategies already layed out, so that might be better to do first. (Seeing how linear and relatively short FF2/FF4 is, whoever decides to do it should have less trouble than with most RPGs.)