Posts for nitsuja


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theenglishman wrote:
Quick question: is it possible to allow left-right/up-down on the Mupen Controller? If so how? If not, can it be included in the next update?
It is already possible to press left+right or up+down on the digital pad. It's not possible on the analog stick for obvious reasons. AKA: Are you sure you're experiencing a higher rate of desync than in OoT? You could be right that the expansion pak (or ROM size?) is making it worse somehow, but if so, that's definitely not the only desync-related problem. Does it desync as much if you don't load any savestates while recording it?
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It could be a typo; maybe he meant "I don't know if they cheated." It's easy to run across YouTube movies that showcase some Gameshark code. And subanark, if this has anything to do with your Drill Dozer run... I think that has some potential to make for a non-boring movie, no need to create a new category of movie for that.
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Seems like the best of both worlds would be to play with the enemies for as long as possible before killing them at the last possible moment. 100% kills where you kill everything as soon as you can would indeed be more boring.
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adelikat wrote:
My new gradius run.
I think that looks really neat. This sort of run probably stands a better chance of obsoleting the current Gradius movie than anything else. My only complaints are:
  • You didn't include "100% kills" as a goal. Surely it's possible to fit that in without sacrificing too much of the other stuff you do.
  • Instead of each movement pattern happening extensively in a certain area, I'd rather see them mixed together more (such as that X-shaped pattern near the end of the movie replacing the loops in the first level sometimes... and more complicated things like rotating figure-eights would be cool).
  • Better synchronization with the music is probably possible.
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Or they could read what Jweb Guru said 8 posts above about how to bypass the registration.
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The input data for FCM is compressed; it's run-length encoded. Which makes manual editing so difficult that it's easier to convert the FCM to an FMV and edit that (then convert it back) than it is to edit the FCM. If this tool works on FCMs natively, that's one more reason to use it.
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Dromiceius wrote:
It's a windows hotkey; you can't configure it.
It's not built into Windows. It's merely a convention that alt-enter switches fullscreen. So FCEU could allow it to be configured, but doesn't.
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I didn't mean the glide turnaround, I meant going below where you're trying to get to then jumping up there. In your WIP "UpthornS3KWipV3_IceCap.gmv", I see you doing this: mg2_1.png then falling below, instead of this: mg2_2.png
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That method of gliding into the boss doesn't actually put you in a position you can't get to by jumping up there and starting/canceling a glide. The only reason it worked in that movie is that it somehow caused the boss to not start moving up when it normally does. Weird... You still did that slow thing in Marble Garden 2 at around 30 seconds in. If you jump from the spindash above, then glide on the right frame (where arrow on the ceiling is) and immediately cancel and hold right, you'll land on the upper slope under the pulley. You can spin dash immediately upon landing, then continue as normal, saving at least 100 frames.
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You can't do anything except move left or right when you're falling at the very start of the level. However, Knuckles can glide up there from the platform on the left without doing any climbing. Whether that route change could be made to work well in an all-emeralds run, I don't know. EDIT: Taking the upper path and still going to the same special stages is a second or two slower than taking the lower path.
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What about hitting the signpost to get the pillar in a better position without wasting any in-level time, after beating the boss as fast as possible?
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upthorn wrote:
So after doing thos fixes in the beginning of HC2, I can only really afford to speed the boss up by ~30 frames.
It should work to do everything before the pillar as fast as possible, and wait for it to get into position when you get there. Even if it's not really faster, that would raise less questions, since it's obvious you're waiting for it there instead of being inexplicably slow on a boss way back in a previous level.
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nitsuja wrote:
It seems like there should be a way to beat that [Hydrocity 1] boss faster, as well.
I was right; at least 144 frames faster is possible by jumping from the left wall (movie). I forgot to check if gliding before the last hit on the boss can save even more time (it probably can). At the start of Hydrocity 2, jumping underwater there slows you down a lot, so you can save some frames (at least 11 getting to the same spindash position) by continuing to roll for a while and re-spindashing as necessary. About 11 seconds in, why do you do a full-power spin dash and jump a few frames later? A weak dash and a sooner jump saves a few (at least 5) frames. Do you need that bubble shield that you get after glitching through the slide the first time? If not, you can save ~30+ frames by glitching through the slide further down it.
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Looks good. But, the start to Hydrocity 1 can be done at least 73 frames faster still. (movie) And about 30 seconds into that level, you can move left then right to have more momentum when you get over the wall, saving at least 10 frames because the propeller won't lift you as high. Also, why not use the through-the-wall Hydrocity 1 glitch that SprintGod used? (movie 82 frames faster, a little better is probably possible) It seems like there should be a way to beat that boss faster, as well.
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Works for me with that plugin. What does your input config dialog look like? What other plugins are you using? Also, try replacing your mupen64.ini file from the original download; like several other things in mupen64, that file becomes corrupt all the time. A corrupt mupen64.ini will usually prevent this game from running correctly.
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erokky wrote:
is the superscope compatible with this game?
It isn't. And the superscope only works if it's plugged into the second controller port, so it couldn't be used for both players anyway.
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Cazlab wrote:
oh so there's no speedrun of the whole game yet?
There is this run, but it was deservedly rejected.
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Don't ask me why the topic of this thread reminded me of this... Anyway, I wonder how bad a run of Bokosuka Wars or Total Recall would be.
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On the other hand, don't lose to the existing run if you can help it; beat it by as much as possible even it it was played on an easier difficulty.
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Works for me. Are you sure you didn't accidentally save that as a movie and try watching it?
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How exactly do you get those other items? The only ones I've ever seen are B(ombs), V, and L, which are the ones the game always gives automatically. Also, I was only trying with default settings. Hard mode with the BALL code should be used. EDIT: new times on hard mode:
(Training:0'10"65)
 Garan2:  0'04"06
 Siamang: 0'08"01
 Wong:    0'05"50
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P.JBoy wrote:
nitsuja wrote:
P.JBoy wrote:
I cant go by the in-game timer because it resets every minute
You mean the seconds counter resets every minute? That doesn't sound like a problem to me. But I think going by real-time is better for this game.
yeah, look here 03000152
Switch the memory viewer to 8-bit with decimal display and view starting at address 03000150. The hours are stored at 03000150, the minutes are stored at 03000151, the seconds are stored at 03000152, and the frames are stored at 03000153, so you can go by the in-game timer if you want to. Oddly, the in-game timer assumes that there are 64 frames per second instead of 60.
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P.JBoy wrote:
I cant go by the in-game timer because it resets every minute
You mean the seconds counter resets every minute? That doesn't sound like a problem to me. But I think going by real-time is better for this game.
Graveworm wrote:
By the way, does anyone still have the movie I made of this game?
I thought I might, but I couldn't find anything with your name in the author's comments and I don't remember anything about the movie.
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I think he purposely avoided using the (left+right) warp glitches that the DX version has. You could call that not aiming for the fastest time, but on the other hand, using those glitches might have made the movie too similar to the other one to be publishable.
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Oh no the 2nd level is supposed to be screwed up; I didn't TAS that level. I didn't notice you only said the 2nd level desynced.