Posts for nitsuja


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Joined: 12/21/2004
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It's called Snes9k. I think it's been out for over a year now. At first it had terrible problems rendering it completely impossible to use, but maybe there's some real Kaillera support in the more recent versions.
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I just found a nice glitch that allows me to jump on and off the top of spikes without dying, if they're next to a higher non-spiky block, which should save quite a bit of time... now to splice improvements into a few earlier rooms...
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Thanks. The dungeons are getting more and more difficult to plan optimal routes through though. (Finally figured out a route for dungeon 3, which took longer than recording it did.) The maps on gamefaqs are a big help for planning, but they're still lacking some vital information (such as when rooms are one-way or blocked). Changing angles on the world map isn't always faster than walking around normally -- I'm trying to go with whichever takes less frames (although the difference is usually less than 20 frames). Sung-Sung can be hit a few frames earlier the second time he pops up and maybe a few other times, but I don't think it would add up to enough to kill him before he goes under the last time. According to the manual, Zap instantly kills all enemies in the room, so if there are any more rooms with multiple enemies that must be killed after/in dungeon 5, it could still be worth getting. Then again, a stronger weapon might do just as well if it's less out of the way to get. Either way, weapons and spells have no effect during boss battles. Also, as far as I can tell, the Unlock spell is actually required to beat the game, since the final dungeon has 7 white doors that must be opened and only 6 white keys.
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Maybe using a wrong version of fceu or rom would cause it to freeze like that? It works fine for me, and it looks like a great run. I really like this game's music, too.
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Maybe I should show what the run looks like so far. It's at http://www.filespace.org/nitsuja/Equinox_U.smv.zip It's the first 3 dungeons. ROM name = "Equinox (U).smc".
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Wow, this game takes a while playing normally and without a walkthrough. (It's harder to get lost in than Solstice though.) Anyway I've decided that: - Getting spells just for the MP is not worth the time. - Doing the 4th dungeon early to get a stronger weapon for the 3rd is not worth the time either, because the 3rd dungeon can be done without killing any enemies. - Getting the 3rd weapon (axe) is also a waste of time for the same reason. - Getting the 2nd weapon (shuriken) as soon as possible IS worth the time, because each shot does more damage and lots of enemies must be killed in that dungeon. I'm not sure about the Slow spell; I still haven't come across any rooms where that spell would save much time. (edit -- not anymore; Slow definitely saves time, not that much but enough to warrant getting it considering it also looks cooler when it's used.)
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I don't think it's worth it to skip the weapon in the 2nd dungeon. It's like 5 seconds out of the way and I'm able to kill the guard enemies a LOT faster with it. Slow is definitely useful, although maybe the time gained from abusing it doesn't make up for the time it takes to get it. Damage and Zap seem like major timesavers though, as does Unlock even though it can only be used a few times. Do you think it's worthwhile to get useless spells (like Heal) just for the MP so that better spells can be used more often?
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Good point, guess that's the obvious first step... I was just listing what I know so far that's relevant to a time attack of it, and hoping maybe someone here knows some strategies or tricks, but if I'm actually going to finish a time attack of this I'd probably have to figure most of it out by playing it anyway. One question -- how long would be too long to be worth watching when it comes to a run of this game? I think that even with the best possible routes, there's no way it can be shorter than an hour and a half.
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I agree a run of this will take more planning. I've checked gamefaqs, the walkthrough there could be more helpful but it seems to give the shortest route in most situations, assuming 100% collection of weapons and spells is desired. Which I'm not sure it is, but I think getting all or most of the spells is worth it because learning magic also increases MP, and some very useful spells (such as Unlock) consume lots of MP which takes time to get refills for. 100% weapons is probably not the fastest way though, but the dagger (1st weapon) is required and the shuriken (2nd weapon) seems to beat enemies a lot faster than the dagger. Which weapons and spells are optimal to use is the main thing I'm not sure about, and it's the real main reason I'm currently not continuing to do the run past the point where the optimal choices are obvious. I hadn't checked david wonn's page, but now I have and it has no particularly useful information on this game. Well, actually, the save and reload trick to warp to a room's entrance could save time, if that can record properly. About skipping dungeon 3... it would have to be done later on anyway so I don't see how doing it out of order would be faster. The game has absolutely no element of luck to it, as far as I can tell, so it's too bad that can't be manipulated. (Actually, maybe the timing of appearances of the overworld enemies are random, but they don't matter anyway.) The world map can be rotated to reduce the time it takes to walk around there. (shorter-than-manhattan distance if done properly) The collision detection is extremely strict, compared to what the size of the graphics suggest, although jumping at just the right moment can give 1 extra frame of leeway for squeezing past enemies. The character can only walk in 4 directions, although frame-by-frame alternation can sometimes make it look like 8 directions are possible, but it's not actually any faster for moving diagonally. Jumping and walking are exactly the same speed, but falling instead of jumping from a block is very slightly slower. It's possible to walk on the very edge of platforms around enemies that are on those platforms. When casting a spell, there is a movement delay which can be skipped by jumping. Weapons can be fired a lot faster than probably intended (i.e. autofire basically works) and with multishot weapons can be fired in multiple directions at what appears to be the same time (really 2 frames apart). It's also possible to shoot in one direction while walking in another direction, and to alter the speed of the projectile somewhat. Being closer to enemies saves a lot of time since the weapon hits sooner and all the game cares about when deciding if you can fire another weapon is how many of them are currently in the air. But if too close to the enemy, for some reason the weapon always "misses", I'm not sure if this is a bug or feature but it sure doesn't help. The only possibly useful bug I've found is that fired weapons that are still in the air when changing weapons will transform into the new weapon in midair, even if it shouldn't be possible to have that many of that kind in the air at once. But I'm not sure if this change is more than graphical and it probably wouldn't save any time anyway.
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I thought I'd try doing a time attack of this, although I'm not very familiar with this game. So far I'm at the beginning of the 3rd dungeon (with 100% weapons+items collected so far) in 14 minutes... and starting to doubt how entertaining the run can be unless there are some major time-saving tricks I'm unaware of, given that there are 6 dungeons left. I wish there was a run button or some way to move faster; the character walks really slowly. And I think the collision detection has an over-active imagination...
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Thanks for the feedback so far. Zurreco, about the desync after the first boss, that always happens for me if I start the movie too early... waiting longer or playing it a second time fixes it. (I have no idea why it waits until then to desync when it's staarted too early, maybe it has to do with the slowdown the exploding boss causes.) You're right the first level doesn't seem very efficient, but that's partly because Bomberman has so few powerups, and I haven't been able to find any faster routes. I get the roller skates when I do because I tried getting them earlier and also later and that was the most efficient time to do so despite how it looked. About the obviously wasted bomb I somehow didn't notice in world 2, I'll see if it's possible to hex edit that away without throwing everything else out of sync. (If I need to make an entire second version I'd like to hear a few more specific suggestions for improvement before I start it.)
Emulator Coder, Experienced Forum User, Published Author, Skilled player (1301)
Joined: 12/21/2004
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Maybe this is old news to everyone since it's in the Snes9X readme, but the sound option called "Volume envelope height reading" causes desync problems -- from what I can tell, if the movie is recorded with that setting and played back without it, or vice versa, then it's likely to go out of sync in some games. Also, even if it's recorded with the setting on, and played back with that setting on, it will only sort-of stay in sync but it's much more likely to go out of sync than normal. This is true from my experience with the Super Bomberman games, at least. Zelda III unfortunately seems to be desyncing for a completely different reason, as if something used by its RNG is emulated inconsistently.