Posts for nitsuja


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You don't have to be a "super-ultra player", most of the time it just takes patience. You can make this movie if you want to but it will just be for practice (probably won't be published on the nesvideos site) if it's not as good as Zurreco's is so far.
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OmnipotentEntity wrote:
but consider 6-5 and 6-6 test routes, 6-6 in particular needs work.
6-5, it might be faster to wall-jump up those 2 blocks in the middle (and backflip instead of handstand jump on the way there) instead of backflipping off the cannon on the right. 6-6 looks pretty good to me. It seems that the wall-jump straight to the key isn't possible.
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It's right here on the same page as this thread.
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Tones wrote:
Can I change the controls for playing the games? Configure them for a joystick?
Yes, choose Options->Input Settings... from the menu and that should bring up a dialog you can use to configure your controls. If it doesn't let you set buttons to your joystick then try instead going to Options->Settings... and changing the "Input Plugin" to something else like "N-Rage`s Direct-Input8 1.60" then hit Configure, click on "GamePad", choose your joypad from the list, and assign buttons to your joystick by clicking on them then pressing a button or moving a direction on the joystick.
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That is one of the funniest compliments I've ever heard. (But I understand somewhat; relaxing is not necessarily the same thing as boring.)
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There are places like here and here that advertise N64 ROM dumpers. But honestly, it's not so easy to get and use them, and most N64 games have already been dumped by somebody, so it is much easier to find (somewhere on the internet) the same game you would have dumped from your cartridge than to actually dump it yourself.
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How many courses is it possible to do that on? I would think it's best to use it, since it's a lot faster and adds variety compared to the other courses, unless it would mean skipping practically all of the courses (like Cameltry).
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mikwuyma wrote:
How does the in-game timer work in this game? I'm curious because Nitsuja's much faster run has an in-game time of 15:33, but Mazzeneko's obsoleted run has an in-game time of 13:10. Can anyone explain why?
I found the real reason why. The game keeps perfect track of the number of seconds that you have control during each level, and correctly splits it into hours:minutes.seconds, but then the number printout routine has a bug. It doesn't convert to base 10 correctly, so it accidentally decreases the number it prints by 6 for every multiple of 16 that the number is. This error affects both the minutes and the seconds. So at 59 it will show 41 (the highest number it can print), and any minute display below 15 is almost certainly 6 minutes too low. The real in-game times, if the game could display them correctly, would have been 00:15.45 (for mine) and 00:19.16 (for mazzeneko's). If I had waited another 15 seconds, the in-game time would have displayed as "00:10.00". EDIT: Oops, I don't know where I got 9 seconds to reach 10:00 from, but I meant 15, of course, since 45+9 wouldn't be enough to reach the next minute.
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No, go ahead and beat Phil's run if you can. He might have to beat yours back, though. Then again, maybe it would be better to work on a run of a different game that is more in need of improvement, such as Castlevania: Dracula X.
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Hoe wrote:
Also, did the new version fix up your troubles?
The problem with movies in zip files, no, it still causes emuMovFront.exe to crash with some sort of unhandled IO exception failure. (edit: also happens for all read-only movie files. The error is UnauthorizedAccessException.) The other issue seems to be fixed, though. edit: all better
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agopo wrote:
The only thing bothering me now is: With originals.. that we want to copy.. and using tools to have their colors match the Mario Paint palette.. and perhaps using a program to get it drawn - there's not a whole lot of actual skill involved anymore, is there? Besides the cleverness of using these tools of course.
Well, getting it drawn would take a lot of skill (or at least a lot more planning) if you want to draw it as fast as possible, taking into account the entire range of pen sizes and patterns and things that mario paint provides, and the fact that the standard pen tool can only draw in 2x2 blocks but you'd be drawing something that needs single-pixel accuracy in many places. I'm still not entirely sure what the goal of all this would be though, to quickly do something cool with every part of mario paint and combine it?
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MattyXB wrote:
Wonder me too about the long black screen. Must be an error with the game. Or maybe the graphic desync? Autofire A is the only button which is pressed through the black. So it seems that fuzi2 has this black screen too as he make this movie.
Yes, this is the same thing he's talking about in his submission comments:
fuzi2 wrote:
The screen glooms briefly after first Del Argaswy battle. This bug seems to relate to the glitch that you can skip random encounter. It is normal after random encounter. I repeated pressing A button 2 frame and releasing 1 frame one after the other during then.
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Here are a few totally different images (following those steps) that could theoretically be exactly reproduced in mario paint: chocobo mona lisa the scream (or another version) It would be a huge pain to draw anything like that though, you'd probably want a program to do it...
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OK, so it's probably not the "sync samples" thing. Are you sure your (japanese version) ROM is OK? What does it say the crc32s are is in the playback dialog? Also, maybe it's supposed to do that, did you try fast-forwarding a lot after that to see if the screen goes back to normal?
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Bisqwit wrote:
http://bisqwit.iki.fi/kala/snap/solarbobman.gif (420 kB)
Those are neat to see. (But, Firefox must be doing something very wasteful of memory that its memory usage went over 400MB when I tried viewing that 420kb gif in it.)
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Vatchern wrote:
But the breaker can go through his little guards.. the single shot cant. So i can usually only get 1-2 shots off at a time.
Is it possible to start the battle with more life? You can jump into him to get through the shields and autofire the core for 5 damage per jump. Also you might be able to use Overdrive to do some good damage, it goes through the shields and does more damage the longer you can get it to stay over him at a time, and lasts a long time so you don't have to worry about it using up all your magic.
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AnotherGamer wrote:
I'd vote yes if the goddamned thing didn't crash every time after the Shinkuu no Tate fight.
You tried turning off "Sync samples with sound CPU" in the movie play dialog, right? (I must've said this 10 times already...) It might be your Snes9x that's crashing on your computer because of that option. If it's because their game is buggy then it should crash the same way for everyone unless it's also desyncing...
Cmuxmt wrote:
From my perspective every dialogue becomes a hollow waiting period. Not entertaining.
I found the long (but almost certainly unavoidable) periods of running around on the field with neither action nor dialog to be worse than that. There is fast-forward, at least. And the occasional cicada to liven things up.
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Cazlab wrote:
lol scary pipe :O
In the autoscrolling levels, it kills you if you go too close to the edge of the screen on either the left or the right side. I saw it happen in one of the autoscrolling tank levels - I slide-ducked under something and it ejected me rightward, which caused instant death since I was already on the right side of the screen. That's weird that it can happen with exit pipes though, it probably takes some perfect positioning to make that happen.
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subanark wrote:
Since this is the first time I have done any speed recordings I would like some evaluation on how I did :).
Did you try downloading and watching your own movie file all the way through to make sure it works? I think something might've gone wrong with your movie since it looks like you just get stuck walking into a wall that you didn't quite destroy near the beginning (desync, apparently).
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It uses whatever MD5/checksum info is stored in the movie file about what ROM the movie was made with, together with the folder(s) you tell it your ROMs are in, to choose a rom from the folder that matches up with what's in the movie file. That won't work for movies that had their ROM info zeroed out by something like nesmock, though. BTW, VBA already supports commandline playing of movies, so I guess we can expect that sooner than the others. And SMV does have a place for storing CRC32 although it's not entirely standard so many existing smv's don't use it.
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Single shots do as much damage as breaker if you shoot them as fast as possible and they all connect.
Post subject: Re: Next savestate / previous statetate hotkeys
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Hmm, no, that's a mistake. (I thought Phil used those, guess not.) I removed that message, so try downloading it again.
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It crashes if I double-click on an FCM file that's still inside of a .zip file. (Lazy, I know, but normally that should work given that it's only 1 file that doesn't depend on any other files in the zip.) Also, it crashed once when I added a new rom to my roms directory then tried opening a movie that used that rom (but it re-indexed and worked on the next attempt). Besides that it works pretty well.
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It was somewhere (edit: frame 45000) in this movie (4matsy's). It wasn't aiming for fastest time so I don't know if it's actually useful, but it looked pretty fast to me. Also, I don't understand why you took hits on some of the Birdo fights - necessary to pick up the mushroom blocks?
Post subject: Re: #991: DonamerDragon's NES Super Mario Bros. 2(U) in 20:2
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Wow... One thing: Isn't there some trick that lets you kill Clawgrip with only 1 rock that bounces on him repeatedly? I would think that'd be faster.