Posts for nitsuja


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I did jump with the snowboard in this movie (and the last one), in fact I jumped over one of the ramps. Jumping once is always slower than not jumping at all (because it caps your speed very low, and I tested every possible frame to jump at), but a specific combination of two frame-precise jumps was a few frames faster than not jumping at all, because it made Sonic hit the wall lower and gain control sooner and also skipped a ramp. It is possible to land on the ground with the snowboard before hitting the wall, completely skipping the stuck-under-the-snow cutscene, but it requires slowing down so much that it's definitely not worth it.
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AKA wrote:
The other big potential improvement is the overworld castle in World 8, I thought if would be possible to use the invisible coint block to glitch through the wall and into the door on the other side, but after hours of trying I could seem to get it to work.
It's possible, I just tried and it worked, but it's no less than 30 frames slower because of not quite having full a full P-meter going into the next room.
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Phil wrote:
Why searching when many had been already been found. http://www.datacrystal.org/wiki/Super_Mario_Bros._3:RAM_map
That is actually where I got those addresses from, except for cf, d8, 75, 87, 55d, 570, and 588, which I searched for because that page was missing them.
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These are all the SMB3 addresses I have: bd: x velocity cf: y velocity (in air) 3dd: P-meter 55d: next P increase 56e: P kill counter d8: in air flag 90: x position % 256 75: x position / 256 a2: y position % 256 87: y position / 256 570: hide duck count 588: hiding remaining The value at 55d continually counts down mod 8, and when it reaches a certain number (or the P-meter is at level 0), and you're on the ground, and your speed is at least 40, then the P-meter goes up a level. I don't know where that certain number is stored but it equals the value 55d had when the P-meter last went from 0 to 1. EDIT: It's possible the game uses a different counter for the P-meter and that 55d is only coincidentally useful for seeing when the P-meter will change.
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My new estimate of the number of frames that can be saved: 1-1: 4 in the level, 0 overall 1-2: 22 in the level, 21 overall 1-3: 1 in the level, 2 overall 8-2: 10 in the level, 9 overall other: about 0 total: about 30 frames faster Now the greatest obstacle is the set of autoscrolling levels, because they are profoundly tedious to do, and because there's no choice but to perform exactly the same stunts to avoid losing points and lives in comparison.
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Realistically, how much would Genisto's warpful run need to be improved to obsolete it? 10 frames? I was looking at this yesterday and found 19 frames in the first few levels, but 11 of them were immediately canceled out by waiting for hammer bros randomness. 2 in-level time units were saved. EDIT: what I really want to know is if anyone knows a way of manipulating the hammer bros without waiting so long at the end of each level, and if there's anything important known about the game's lag behaviour.
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JXQ wrote:
..Jixie queue? Seriously?
No, I wasn't serious about any of the user names besides acmlm. Actually, if I had to pronounce your nickname it would sound like "jikwiks" because I thought your nickname was "JQX" for at least a week after first seeing it. These are the ones posted so far that are similar or identical to ones I posted, perhaps providing evidence that I'm not entirely crazy:
LagDotCom wrote:
Oddly, I pronounce SMB as 'simba'. GBA becomes 'jeeba'.
P.JBoy wrote:
FCEU - fucky you
RT-55J wrote:
FAQ - fack acmlm - ack-mulm OoT - oot
VirtualAlex wrote:
I don't get why you are trying to speak words that are clearly no intended to be words.
I'm not "trying to speak" them, I'm saying that this is how I naturally "visualize" them when reading or saying them to myself. The purpose of making them words is (mainly) to reduce the number of syllables. I was joking about JXQ (which didn't reduce the number of syllables) and wouldn't try pronouncing FTP as anything else than F T P.
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Here is a small list of acronyms (or other difficult-to-pronounce names) and the way I pronounce them. Are these pronunciations unusual? Do you say them differently or have any other ones to add? TAS - tass FAQ - fack acmlm - ack-milm JXQ - jixie-queue (J/K) Kyrsimys - christmas (J/K) SXL - secksell (J/K) RT-55J - rit-five-jay (J/K) FCEU - fuhkeeyoo Snes9x - snez-necks VBA - veebuh NES - ness SNES - sness GBA - jeebuh GBC - gib-see SMB - smub SMB3 - simba-three SMW - smoo SMRPG - smurpee-jee MK64 - miksty-four NSMB - nih-sumb OoT - oot aLttP - al-tee-puh TMNT - tim-nut KOTR - co-truh FF7 - fifa-seven These are when pronouncing to myself. The only ones I would say out loud like that to another person are TAS, FAQ, acmlm, Snes9x, NES, and SNES.
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Almost everyone in that family is a lawyer. They know what they are doing is legal, and their family-owned law firm makes quite a bit of money when they are denied their right to protest (or anything else they can use to press charges). It's like a scam where they provoke hatred so they can turn it into profit with the help of the US legal system. (Going by what I saw on Wikipedia a while back... I haven't seen the videos.)
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Some extra links would be nice, like this: Viewing profile :: Kyrsimys ... Published Movies: Number of movies: 3 active, 2 obsolete ... Submissions: Number of submissions per fate: ...
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moozooh wrote:
... ...
gbPalette=FF7FB5568C310000FF7FB5568C310000F77EA8520064\
00089D4F17006F0C0000FF7FB5568C310000FF7FB5568C31000071
The thing I dislike about that palette is the high contrast between the first two sprite colors relative to the contrast between the second and third, which is great enough that it sometimes makes Samus appear to have less colors than before because two of them blend together relative to the first one. They should be relatively evenly distributed in lightness. I can't think of much to say about the movie itself besides that it's obviously of higher quality than other runs of this game submitted so far, and that I wonder how much faster it could be with using the select glitch.
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For those who didn't know, you can set VBA to show this in color. For example, something like the scheme used in the videos on m2k2:
vba.ini wrote:
gbPaletteOption=1
gbPaletteCount=48
gbPalette=FF7FB5568C310000FF7FB5568C310000B47E277D40700000FF031C000A000000FF7FB5568C310000FF7FB5568C310000C6
EDIT: This is apparently the way it looks on a real GBC. I suspect VBA does not emulate it automatically because the coloring is part of the GBC doing a special case color substitution for this game, not part of the game itself.
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skychase wrote:
Is it possible to finish Launch Base 2 by the Knuckles end with Sonic, to skip the animation (with knuckles when he hit sonic's ship) just before the boss...
It's easily possible, but (unfortunately) the game forgets to go to the next level after the bonus countdown
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I don't know if I should cancel this or not... I think it will be more than a week before finishing a new version is possible.
Upthorn wrote:
I managed to make it work, but I haven't been able to duplicate it. When it did work, Sonic appeared in Knuckles' boss area at approximately 0:50. The bad news is that Knuckles' Act 2 route is about 3 seconds longer, and Sonic's act 2 has a higher water level than Knuckles which Sonic would be unable to survive without making use of a checkpoint bonus stage to reset the drown timer. The good news is that it's possible to get to that checkpoint the end of level boss with an ingame time of 0:08, which would make a total savings of 0:35 seconds real time, or 1:34 game time.
Could you rephrase that? I'm not sure what I should be inferring from the strikeouts or which parts were added before or after those parts were struck out. Are you suggesting glitching to Knuckles' Act 1 boss near the very start of Act 1, going through Knuckles' Act 2, and getting back to Sonic's Act 2 boss near the end?
Xkeeper wrote:
I swear at a part in Ice Cap, the rapidly-flying-past-the-screen level was rather broken and glitchy.
Yes, that's some garbage level data in Act 2 I use to start zipping. Before that point, Sonic is onscreen fairly often, and after it Sonic is waiting past the Act 2 boss. Letting the camera go too far into (under) that glitchy area would freeze the game.
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I guess I should post what I found to give something to compare with. Vectorman (W) [!].gmv Also, I know the Day 2 boss can be killed before the perspective starts shifting.
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Extending the range in the controller or input plugin is impossible. The full range is already used, and it has to fit inside the 8-bit integer sent by the controller for each coordinate. The console could add an offset to the input after it gets it from the controller, but I've never seen or heard of any emulator doing that or otherwise supporting stick recentering.
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Sorry, I voted no because it still looks too slow (below-average quality compared to other runs being published). You lose over 15 seconds on Day 1 alone, and it doesn't pick up very much in the next few levels. And the SEGA screen should have been more entertaining, but you didn't do anything at all there.
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That fix looks correct to me. That bug had already been fixed in a newer version (along with the transparency toggle problem) but until now I didn't know what I'd fixed by making that change. To clarify something else, the bug is not that the emulator presses A for players 4 and 5, only that the input display shows A for them. I think I can conclude from this that JXQ is not doing a 4 or 5 player TAS...
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It could actually be fixed by making the emulator display 2 frames ahead, which would make TASing slightly less tedious by always giving more immediate feedback, but Gens and VBA are better-equipped for that change than Snes9x.
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YtterbiJum wrote:
Also, does anyone know how fast the game runs on a console in terms of frames-per-second? I know the emulator runs it at 20fps assuming no lag.
It should run at 20fps when there's no lag, but it should lag almost all of the time. It usually varies between 8 and 15 fps, with 12fps being the most common.
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The one here records resets and is fixed for wine.
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There's something else to take into account: The emulation timing in Snes9x 1.43 is incredibly inaccurate for this game. I'm not exactly sure how much faster that makes it, but it's something like twice as fast as on a real SNES. That's a pretty big discrepancy even for a run that doesn't have speed as a primary goal.
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laughing_gas wrote:
Does this mean nitsuja is gone forever? :(
No, I simply feel entitled to ignore communities like this when my free time is on the low side. EDIT: It actually had more to do with loss of interest than lack of free time, but the former may be a temporary condition...
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stanski wrote:
if only there were a way to get on top of the loop in hill top 1 to use knuckles route (the one that leads to the underground section) with sonic... that would save a bundle
I tried that, and it was very close to being possible, but I think even for Knuckles that route would be slower than Sonic's route in a TAS.
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Getting back to the original topic of this thread for a moment, something like this idea occurred to me before as well. I don't think the "let the viewer play around here" part is very important, since they can already do that if they want to, but providing a way to string together interesting alternative outcomes throughout a movie would be very neat. I've run across countless funny things that I wished I could show but didn't have any good way of compiling them. S3&K would make for a hilarious and varied "blooper reel", for example, and plenty of other games would make for good ones too.